Dungeon World Stuff

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Adventures on Dungeon Planet

Adventures on Dungeon Planet

Adventures on Dungeon Planet is a science fantasy supplement for the award-winning role-playing game Dungeon World. It has all sorts of cool stuff in it:
* Four new character classes: the Earthling, the Engine of Destruction, the Mutant, and the Technician.
* Three new PC races: aliens, androids, and white apes.
* Four new compendium classes: the Alien, the Scientist, the Sniper, and the Visitor.
* Futuristic gadgets, special equipment, and robots.
* New rules for spaceships.
* New dangers and two example fronts that use them.
* Procedures for creating alien planets and cultures.
* More than 30 new science fantasy monsters.

See actual play of Adventures on Dungeon Planet HERE, as run by Brendan Conway on Google Hangouts.

Watch a review of it by Red Dice Diaries on youtube.

Read some actual play of Adventures on Dungeon Planet on the Lampblack & Brimstone blog:
EPISODE 1
EPISODE 2

Adventures on Dungeon Planet is currently available…:

…in print and pdf through DriveThruRPG. The pdf comes with the character sheets. The book is black and white, printed on white paper, and has full bleed.
…in print through Lulu. The book is printed on creme paper, to match your Dungeon World rulebook, and is graced with full bleed. The Lulu print version is better quality, but does not come with a pdf.

The character sheets are also available for free, right here.
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Class Warfare

Alternate Character and Class Creation Rules for Dungeon World

CW_cover_image_loresWhat is Class Warfare?
Class Warfare is a rules supplement for the Dungeon World role-playing game that provides an alternate and expanded system of character creation. It can also be used to create new character classes, just like those provided in the original rulebook. How Class Warfare does this is by breaking down the Dungeon World character class into smaller pieces—like specialties and archetypes—and showing you how they fit together.

PRINT+PDF FROM DRIVETHRURPG
CONDENSED HARDCOVER VERSION FROM LULU

UPDATE: Class Warfare Condensed is the same book with a new, compact layout. When you buy the pdf, you get both versions, and all previous purchasers can download the new file from their library. It is also available in a hardcover format from Lulu (see link above) that comes with a dustjacket and lies flat on the table.

See a preview of the Rogues section HERE.

Specialties
A specialty is a collection of special abilities that describe one facet of what makes a character’s interaction with the rules of the game unique. Think of it as a shtick, perhaps, or a set of skills, even. Each specialty is approximately one-third of a normal Dungeon World character or character class. The Ranger, for example, is an archer, a hunter, and someone who has an animal companion—three special abilities. In Class Warfare terms, each of those is a specialty.

Archetypes
Each specialty is categorized into one of five different groups, called archetypes. These are general character “types,” that include: adventurer, disciple, magician, rogue, and warrior. Your archetype helps determine your damage die and your maximum hit points, and puts a few limits on which specialties you can combine together.

Basically, it means that if you focus on combat-oriented specialties, you end up with high damage and high hit points, which makes fighting an attractive option for you to take. If you focus on magical powers, you’re much less good at delivering blows or shrugging them off, even just using the basic moves. This encourages you to use your magic and stay out of fights.

Building a Character
You create a starting character by choosing an archetype and two or three specialties. But specialties can also be used as compendium classes, so there are ways to learn new abilities outside your original character concept if you undertake certain quests or perform certain feats. You are not limited only to the choices you made during character creation.

Why did I make this book?
To get rich, of course! Ah hahaha! So funny. In all seriousness, with Class Warfare, I had three primary goals: to make something that would be useful for both myself and other people in creating characters and in writing new classes; to give enough options that it could be used on its own and not just as an example of a new system; and to make it good for at least a little bit more than just initial character creation.

1. A Useful System of Doing Things
I wanted to build a system that breaks down class creation into small but logical pieces. This allows for more nuanced customization of existing character classes, and also gives people a way to make something new and unique that can be used in a game right away, without them having to tackle an entire class all at one time.

Hopefully, this system also gives people some insight into how the classes in Dungeon World balance spotlight time, effectiveness, and the number of moves characters have in relation to each other. Dungeon World is often less transparent than its parent, Apocalypse World, is in this regard, but a lot of people are coming to Dungeon World first, without any reference to other games that are “Powered by the Apocalypse.” Lots of rules design and play discussions that would help new players and GMs are scattered across various forums and private conversations, and aren’t easily accessible to people who weren’t there at the time. If this books can distil some of that knowledge and communicate it, great!

2. A Vast Array of Options
As much as I wanted the system to be easy, I also wanted it to provide plenty of options. The basic Dungeon World classes are already easy to use—the problem is that you only have eight options to choose from! Each of the five archetypes in Class Warfare has between 14 and 21 specialties to choose from, and you can also take one specialty from outside of your archetype. This alone leads to hundreds or even thousands of interesting characters. And then you can always write your own specialties, or ignore my archetypes altogether and build new custom classes out of whichever three archetypes you like. It’s not like I can stop you!

3. Utility Beyond Just Character Creation
I also wanted to encourage people to use these specialties as compendium classes, adding them to existing characters in the middle of play, or using them to extend a character’s game-life beyond level 10. That’s why I included fiction circumstances with each one that would allow you to add it to your character later. It’s only a little thing, but hopefully you find it useful or even inspiring.

How Complete or Definitive is Class Warfare?
Not at all! Just because this book is already super-thick doesn’t mean there aren’t tons more things that could be added to it. Most of the character class material from Dungeon World is included in this book. There’s a bunch of stuff from extras that Sage and Adam have made and some of the compendium classes that were included as kickstarter bonuses—mostly stuff that is available for free, just like Dungeon World itself is. There’s a good deal of my own previous material, including material from Ghostwood Haunts, Island of Fire Mountain, and Lair of the Unknown. Of course, it’s presented in a different format here, just like the material from Dungeon World.

I’ve also included a few moves from other third-party creators—but not a lot. If you want, sometime, I can tell you how I think the classes from Inverse World or Grim World break down into specialties and how you can use them with Class Warfare. But that material isn’t in this book, even though it’s creative commons. You should get it from the people who created it, not from me!

Also, I didn’t want to stray too far from core Dungeon World concepts. It’s true that many people get bored by the “D&D fantasy” genre, and you see new classes that feature drives and backgrounds, freeform spellcasting, or bonds with NPCs. But I wanted to stick to using alignments, Vancian spellcasting, and the four traditional fantasy races. Ultimately, with this book I’m just trying to add more options to the Dungeon World rules, not redefine how the game works. I can do that with other books, yet to be written. After all, this book isn’t supposed to be complete or definitive. Class Warfare is not a destination, it’s a departure point.

Class Warfare by the numbers:
670 starting moves and advanced moves, 227 race moves, 167 spells, 94 illustrations, 84 specialties, 3 different indexes.
$15 for the pdf via DriveThruRPG,
$25 for the print+pdf combo via DriveThruRPG (6×9, white pages, softcover, 526 pages),
$30 for the condensed layout in print from Lulu (6×9, cream-coloured pages, dustjacket, hardcover, 330 pages).

PRINT+PDF FROM DRIVETHRURPG
CONDENSED HARDCOVER VERSION FROM LULU

The pdf comes with a blank character sheet, but if you don’t like it, you should check out the sheet Brennen Reece made. If you like that one, also take a look at Brennen’s other Dungeon World character sheets.

There were some typos in the first version of the book! If you find one, please check the Errata List.

Still not sure?
Listen to a review of Class Warfare on The Die is Podcast.
Read a review of Class Warfare on Board Game Geek.

 

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Space Wurm vs. Moonicorn

A4_SWvsM_coverpicThree years ago, my buddy Jackson Tegu asked me to write a stretch goal for his Second Skins kickstarter. Based on two of those skins, the Wyrm and the Unicorn of course, I had an idea: combine Jackson’s ideas with Adventures on Dungeon Planet and make a campaign supplement for Dungeon World. From the very beginning it was an overambitious rpg monstrosity, and then I decided to add one-shot rules. And now it’s finished.

Space Wurm vs. Moonicorn is a science fantasy supplement for Dungeon World that combines the flavours of Adventures on Dungeon Planet and the characters from Jackson Tegu’s Monsterhearts expansion, the Second Skins, into 368 full colour digest-sized pages, with well over a hundred illustrations, including fantastic art by Chiara Di Francia, George Cotronis, Iolanda Zanfardino, Jakub Rebelka, James Fenner, Jon Cairns, Nate Marcel, and Taylor Winder.

Featuring six new Dungeon World character classes…

  • Space Wurm, the most important person in the galaxy, bar none. And yet, there is more that lies outside your power than within it. Will you conquer the universe, or see it fall before your foes?
  • Moonicorn, a rebel and a revolutionary. Those who despise your integrity are out there hunting for you. Can you make your dreams a reality, or will you have to watch it all come crashing down?
  • The Lover, the third point of a romantic triangle with Space Wurm and Moonicorn. Is this what true love is, or just a fleeting dream?
  • The Mogul, a master of industry. You’re not the boss of everything, but you’re the boss of your thing.
  • The Other, a visitor from far away. Can you find a place in this new world, or will you just lose your heart again?
  • The Spy, a double agent, a saboteur, a wolf in sheep’s clothing. Does anyone knows where your true allegiance lies? Do you?

…and seven fronts, with four dangers each, for the GM to create the world and their antagonists from: aliens, cybernetics, the Imperial throne, interstellar travel, religion, the secret police, and the spice. Each game has three fronts that must be defeated in order to win. Who will reach their goal first and secure the future they are fighting for, Space Wurm or Moonicorn?

Space Wurm and Moonicorn are rivals, fighting over the future of galactic civilization. Will they let the universe crumble around them while they duke it out? Will they band together against the outside forces trying to ruin everything? Which one will betray the other first, in order to secure the future they believe in?

The other PCs move between them, choosing sides or not, trying to mediate and reach consensus, or feeding the flames so they can watch it all burn. But neither Space Wurm nor Moonicorn can succeed alone. In order to win, they need the support of the other PCs. What will they do to win their loyalty? What—and who—will they sacrifice in order to come out on top?

Space Wurm vs. Moonicorn moves Dungeon World away from typical adventuring parties and us-against-the-dungeon situations, in favour of more intrigue, more politics, and more interpersonal conflict between the PCs. You’ll need your laser swords to defeat the alien invaders, but you’ll need something more to win over their hearts and minds. Each of the new character classes are there to promote narratives of interpersonal drama, political intrigue, and social change. They give the players reasons to experience the shifting allegiances of competing rivals, to win each other over and then turn against each other, again and again.

It’s still Dungeon World, just with an expanded pallette, and more dimensions to explore.

DSC00161If you can’t commit to a long-term campaign, fear not! There are quick play rules for running one shot games of Space Wurm vs. Moonicorn, in the same style as Battle Between the Worlds. Quick play versions of the six Dungeon World character classes are joined by seven more classes: the Alien Queen, the Creature from the Ghoul Star, This Planet’s Messiah, the Serpent Princess, Space Ghost, the Star Vampire, and the Void Rat. Or use the characters from Battle Between the Worlds, these rules are fully compatible.

The print version is 6×9 US Trade size, for both hardcover and softcover.

The PDF is 5.5×8.5 digest size, and includes character sheets and a version of the book with black text on white pages for ease of printing.

Preview!

CLICK HERE to view a 53-page preview of the book, which includes the Table of Contents, the Space Wurm class, the introduction to the Interstellar Transport chapter and 2 of its dangers (Disease Control and Space Madness), as well as two dangers from other fronts chapters.

Purchase!

Buy it from DriveThruRPG at this link right here.
You can also buy a softcover version from Lulu, but because of their full-colour print costs, you will need a discount code to make it even close to price-competitive.

 

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Adventure Modules for Dungeon World

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DW1: Lair of the UnknownLAIR OF THE UNKNOWN
All the dungeons have been looted, all the monsters have been slain, and this land is free from the oppression of mad sorcerers and marauding armies. There is no longer any need for adventurers like you, and not a single opportunity for you to get rich left in these parts… or is there? Deep in the Haunted Forest you stand, directly in front of the lost stronghold of Fearsome Forbus and the Unknown Wizard—two of the greatest dungeon raiders that ever lived. Will you leave laden down with all their precious loot? Or will you uncover horrors this land thought dead and buried, never to return?

You can buy Lair of the Unknown in print from Lulu, for US$15. B&W, softcover, creme-coloured pages, full-bleed.

You can buy both the print and pdf from DriveThruRPG. The pdf is US$7 on its own, the print+pdf bundle is US$15. B&W, softcover, white pages, full-bleed.

Still not sure?
Read a review of Lair of the Unknown on the Nerdwerds blog, where you can also find an alternate old-school style character sheet for the Dungeoneer class.

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DW2: Island of Fire Mountain

Island of Fire MountainA small island in the South Seas. A lone fort plagued by cannibal hordes and a race of monsters. A ship, wrecked on the rocks of the far shore, missing all its crew and passengers. An ancient city that stands in ruins, guarded by the very elements themselves, and rumoured to be full of ghosts. All this and more lie waiting for a band of intrepid adventurers. Will they bring peace and prosperity to the island, or merely line their pockets? Will they discover the secret of the lost city of Kuna Lii, or will they leave the entire world in ruins in the attempt? Come ashore, and find out for yourself!

What size is this book?
It’s 102 pages, black and white, 6×9 in print, 5.5×8.5 in pdf.

What do you get with this book?

  • Inside this adventure module, you will find:
  • A complete island, with numerous warring factions and a ruined city.
  • New monsters, characters, and magical items to vex or aid the PCs.
  • Customized starting procedures and advice about asking the players questions that contribute to the setting, while keeping the island a mysterious place for them to explore.
  • A new base class: the Elementalist.
  • Cover art by Robert Scott, from the Prismatic Art Collection.
  • Fantastic interior art by Nate Marcel and Tony Dowler.

Where do you get this book?
You can buy Island of Fire Mountain in pdf from DriveThruRPG, for US$7.
You can also buy the print version by itself from Lulu for US$15.

Still not sure?

Read a review of Island of Fire Mountain at the Nerdwerds blog.
Read a review of Island of Fire Mountain at RPG Geek.

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DW3: Ghostwood Haunts

DW3 Ghostwood Haunts
What’s the adventure about?
In the midst of the Ghostwood, the village of Knifesbridge holds a mere few thousand souls, but trouble enough for all. A gang of bandits preys upon the local road traffic, drug addiction spreads through sleepy village streets, and corruption at the heart of municipal politics stymies all attempts to restore law and order. Worse yet, a dead witch’s ghost seeks vengeance, and a demon waits to walk once more beneath the Ghostwood’s leaves. At the crossroads between these fronts lies and old, abandoned tower, and the secrets buried beneath it will tear this village apart.

What’s it look like?
It’s 138 pages, black and white, 6×9 in print, 5.5×8.5 in pdf.

What do you get with this book?
Inside this adventure module you will find:

  • Two complete fronts with three dangers each.
  • NPCs for each of these six dangers, plus more to populate Knifesbridge.
  • Suggested and optional scenes that further the villains evil scenes.
  • Crime, political corruption, and drug addiction.
  • Ghosts, witches, and a demon.
  • Maps of important locations.
  • Three new compendium classes: the Bounty Hunter, the Drug Addict, and the Infernalist.
  • One new base class: the Magnate.

Where can you get it?
The pdf is available at DriveThruRPG for US$7.
But there is a print option at Lulu right now for US$15. B&W, softcover, cream pages, full-bleed.

Still not sure?
Read a review of Ghostwood Haunts on the Nerdwerds blog.

 


RK1: Knives in the Dark

116449-thumb100Two centuries ago, the dreaded secret society of assassins were buried in their mountain fortress. But now a group of miners have uncovered this ancient stronghold, unleashing the evil held within. The shadows of the assassins have been waiting patiently for their freedom to come, and now it has. With their fingers like knives and their hearts calling out for vengeance, they emerge once more into the world.
Knives in the Dark is available from DriveThruRPG in pdf for US$5 and in a print+pdf bundle for US$12. Print is a perfect-bound, softcover book in B&W with white pages.
Knives in the Dark is also available from Lulu, as a softcover, staple-bound booklet in B&W with creme-coloured pages, for US$12.

Still not sure?
Read a review of Knives in the Dark on the Nerdwerds blog.

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RK2 Evil Wizards in a Cave
119066-thumb100The Tellurine Monastery has a serious problem—a band of evil wizards have stolen their holiest relic, the helmet of Saint Anglard, and fled. The abbot believes they are hiding out in one of the region’s many caves, judging by the recent increase in weird occurrences. But this sandbox adventure offers more than just a quest! Dragons prowl the valley, a beastman is on the loose, and there are tales of a haunted house up in the mountains somewhere, full of treasure. What sort of trouble will you get up to here?
Evil Wizards in a Cave is available from DriveThruRPG in pdf for US$5.
Evil Wizards in a Cave is also available from Lulu, as a softcover, staple-bound booklet in B&W with creme-coloured pages, for US$12.

Still not sure?
Read a review of Evil Wizards in a Cave at the Geek Native site.

Read a review of Evil Wizards in a Cave at the Nerdwerds blog.

Read a review of Evil Wizards in a Cave at the Take On Rules blog.

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THE THIRD VERSE!!!RK3 The Third Verse
Culled from the many exploits of Red Box Vancouver and drawing inspiration from four microdungeons drawn by Tony Dowler, The Third Verse is a vast, subterranean labyrinth full of doom. Can you find the missing third verse and use it to banish evil from the land?
MARVEL at the malign magnificence of the Red Mummy’s terrifying tomb!
GRIMACE as the grinding gears of evil engines churn beneath the earth!
FLEE when the God of Hellfire’s blazing tongue comes dancing down!
DO YOU DARE to brave the Shrine of the Doomed Celestial?
The Third Verse is available from DriveThruRPG in pdf for US$5.
The Third Verse is also available from Lulu as a softcover, staple-bound booklet in B&W with creme-coloured pages, for US$12.

Still not sure?
Read a review of The Third Verse on the Nerdwerds blog.

Read a review of the Third Verse on Board Game Geek.

 

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Monster Manuals for Dungeon World

MM1 Terrors of the Ancient World
mm1Last year, I started a Patreon thing in order to make monster manuals with a friend of mine, because he can draw real good and I can write pretty well. So we make two monsters every month, and now, finally, we’ve put some of them together into an rpg book.

Terrors of the Ancient World is a monster manual for the Dungeon World role-playing game. It has over a dozen monsters, illustrated in full colour, along with all the things that make Dungeon World unique, like fronts and dangers, custom moves, and a fiction-first focus. There’s also a new character class, the Satyr, and plenty of adventure hooks, items, NPC ideas, and even a few locations.

This is NOT just a reprint of the Monthly Monster material. Terrors of the Ancient World contains plenty of new material, corrections and edits, and new illustrations. Monsters that were originally illustrated in black and white are presented here in colour.

Please Note: Although the monsters we release every month as part of the Patreon campaign include versions for both Dungeon World and Labyrinth Lord, this book contains only material for Dungeon World and is designed to highlight the particular strengths of that game. It is not compatible with Labyrinth Lord in any meaningful way. There will, of course, be a Labyrinth Lord compatible book of our monsters that presents them in ways best suited for old school fantasy role-playing, but we are still working on that.

WHERE TO GET IT: From DriveThruRPG, click this link.

The pdf is digest-sized, full colour, 107 pages, for US$10.
The print is US trade-sized, full colour, 108 pages, for US$25 and comes with a free pdf if you want one.

You can also buy the print version by itself (no pdf!) from Lulu at this link. The quality is about the same as DriveThruRPG, but some countries get much better shipping rates from Lulu.

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MM2 Wizard-Spawned Insanities

Wizard-Spawned Insanities is a monster manual for the Dungeon World role-playing game. The thirteen monster entries it contains are illustrated in full colour, along with a host of variations, random tables, adventures, dangers and their grim portents, custom moves, items, locations, plot hooks, secrets, and more.

This is NOT just a reprint of the Monthly Monsters material! Each monster has been revised, expanded, and given new illustrations. Every page contains full-colour background art.

WHERE TO GET IT: From DriveThruRPG, click this link

The pdf comes in two versions: one full-colour, the other printer-friendly (with B&W text pages and full-colour monster illustrations). Both are digest-sized, 110 pages, for US$15.
The print is US trade-sized, full colour, 110 pages, for US$30 and comes with the pdfs for free if you want them.

You can also buy the print version by itself (no pdf!) from Lulu at this link. The quality is almost identical, but some countries get much better shipping rates from Lulu.

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MM3 A Market in the Woods
market_cover_picThe Monthly Monsters project is back with a third monster manual for Dungeon World!

Deep inside the Spritewood, hidden from the sight of civilized eyes, there lies a secret market, where monsters meet to trade their ill-gotten gains. Under this canopy, the angry dead return to life and the living change , unwilling, into beasts. But if you can reach the market safely, a brand new world will open to you. What is it you seek? Alchemical wonders, history’s greatest mercenaries, or magic to challenge even gods themselves?

The only question left to ask is: what did you bring to trade?

A Market in the Woods includes 13 monster entries, describing a hidden marketplace, some of the inhuman beings that gather there to buy, sell, and trade, as well as a few schemes that may or may not be unrelated. Each entry is illustrated in full colour and may include different variations of the monster, random tables, adventures, dangers and their grim portents, custom moves, items, locations, plot hooks, secrets, and more.

Like MM1 and MM2, A Market in the Woods contains previously-released Monthly Monsters material that has been revised and expanded, and adds more illustrations and content.

A Market in the Woods is available in print and pdf from DriveThruRPG. The pdfs are halfletter digest size (5.5×8.5″) and 112 pages. One version has full-colour backgrounds behind the text while the other has black text on white pages. The print book is US trade size (6×9″) and 112 pages.

You can also buy the print book on its own from Lulu.

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4 Responses to “Dungeon World Stuff”

  1. Ray Otus’ wonderful new Dungeon World zine Plundergrounds issue #1 Ape City (http://www.patreon.com/rayotus) inspired me to think how easy it would be to run classic Planet of the Apes adventures with Red Box Vancouver’s Adventures on Dungeon Planet Dungeon World expansion.

    This is the result: https://drive.google.com/open?id=0B7cav44145d9NnAzb01vQzVvRXM
    Enjoy!

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