Planes Below intro

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Your planesjumping band of adventurers is in one of the Planes Below! Someone is assaulting the party with bursts of hellfire. Only the magic relic you carry is protecting you, but its magic wears thin.

  • Who is trying to kill you?
  • Who transported you here? What do they want?
  • What is the purpose of the relic you carry?
  • Where are you?

Every city in the Planes Below has its secrets.

Every denizen of the Planes Below has its weakness.

When a player dies, the planes tremble.

Some of the denizens of the Planes Below are evil through and through, but not all.

Grim World playbooks and rules

House Rules

Table Talk

No table talk while conversing with an unallied NPC. Whatever you say in a conversation, your character says. During combat or in hostile territory, table talk simulates your characters' finely honed instincts and long nights spent discussing tactics. Table talk outside of conversations with unallied NPCs is perfectly fine and definitely encouraged. Of course, you're always free to make moves and describe other fiction while conversing with an unallied NPC, as well. This rule is really about keeping conversations with NPCs tight, tense, and pointed.

Awesome

When your character is awesome, hold +1 Awesome. You may spend 1 Awesome to take +1 on any roll. You may only spend 1 Awesome per roll.

Bonds

When you create your character, describe a shared history you have with one or more other characters. You get 2-Bonds with whomever your connection is strongest. Take 1-Bonds with two other connected characters. If you have three bonds normally, only one other. If you have five bonds normally, you can choose a fourth character with a strong connection and take 2-Bonds with them. Use your class's bonds as inspiration for shared history, or write your own. You have 0-Bonds with all other characters.

Whenever you prevent another character from suffering, increase your Bonds by +1 with that character.

If you are ever brought to 4-Bonds with a character, mark XP and reset to 1-Bonds.

End of Session

At the end of every session, when you normally resolve bonds instead choose a character who knows you better than they used to. If there’s more than one, choose one at your whim. Tell that player to add +1 to their Bonds with you on their sheet.

When making the End of Session move, the players should determine who was most awesome. That player holds +1 Awesome.

Heritage

Everyone gains access to the Heritage move.

Perilous Journey

You cannot Make Camp or Level Up while on a Perilous Journey.

Gear & Spells

Everyone starts with an extra dungeon ration or poultices, plus a trinket from home. Detail or roll.

The Dungeon World spell lists are incomplete! Ask your friendly DM about the particular spell you need. The D&D spell lists are good inspirations.

Example:

  • Shocking Grasp (Level 1) hand, 1d8 damage, stun

The Dungeon World weapon and gear lists are incomplete! Ask your friendly DM for the particular equipment you need.

Example:

  • Greatsword close, two-handed, +2 damage, 30 coin, 3 weight

Starting Armor

Any class with the Armored move (ignore clumsy tag on armor) may optionally swap it for Unencumbered, Unharmed (no armor + no shield + not encumbered = 1 armor) at character creation time. GM will tell you how your starting gear changes.

Starting Flavor

Any class with boons may optionally swap for curses (e.g. Survivor's cherishing swapped for loathing, Paladin's Lay On Hands swapped for Oath of Enmity) at character creation time. GM will tell you how your moves and advances change.

Races

All base races. You may use either the Grim World racial move or the base racial move.

All Grim World races.

Salamander

Character Classes

Base

Barbarian, Bard, Cleric, Druid, Fighter, Paladin, Ranger, Thief, Wizard (plus Grim World death moves)

Grim World

Battlemaster, Channeler, Necromancer, Skirmisher, Slayer, Templar, Shaman

Immolator

can't figure out how to link Erik's copy

Compendium Classes