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DW-CastleCaldwell

Dungeon World Conversion of B9: Castle Caldwell and Beyond - Character Sheets

As run in 2012-13 by

Dave Bernazzani
United States
Plainville
Massachusetts
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OOC: http://www.rpggeek.com/thread/886583/ooc-castle-caldwell-and-beyond
IC: http://www.rpggeek.com/thread/887363/ic-castle-caldwell-and-beyond

Basic Moves and Character Sheets:
https://dl.dropbox.com/u/45934553/DungeonWorld_character_sheets.pdf

Dungeon World SRD: http://book.dwgazetteer.com

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Internet rage goon
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Altadena
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Galadiir
Level 1 Wizard
Race: Elf
Alignment: Neutral (discover something about a magical mystery)
Hit Points: 16 (max: 16)

Look: Sharp Eyes, Wild Hair, Stylish Robes, and Thin Body

Abilities
STR 8 -1
DEX 15 +1
CON 12 +0
INT 16 +2
WIS 9 +0
CHA 13 +1

Damage: d4
Armor: 0

Prepared Spells
Cantrips: Detect Magic, Light, Prestidigitation, Unseen Servant
1st level: Contact Spirits, Magic Missile

Special Moves

Spellbook: You have mastered several spells and inscribed them in your spellbook. Whenever you gain a level, you add a new spell of your level or lower to your spellbook. You spellbook is 1 weight.
Cantrips: Detect Magic, Light, Prestidigitation, Unseen Servant
1st level: Contact Spirits, Invisibility, Magic Missile

Prepare Spells: When you spend uninterrupted time (an hour or so) in quiet contemplation of your spellbook, you: (1) Lose any spells you already have prepared, (2) Prepare new spells of your choice from your spellbook whose total levels don’t exceed your own level+1, and (3) Prepare your cantrips which never count against your limit.

Cast a Spell (Int): When you release a spell you’ve prepared, roll+Int.
✴On a 10+, the spell is successfully cast and you do not forget the spell—you may cast it again later.
✴On a 7-9, the spell is cast, but choose one: (1) You draw unwelcome attention or put yourself in a spot. The GM will tell you how. (2) The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until the next time you Prepare Spells. (3) After it is cast, the spell is forgotten. You cannot cast the spell again until you prepare spells.
Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.

Spell Defense: You may end any ongoing spell immediately and use the energy of its dissipation to deflect an oncoming attack. The spell ends and you subtract its level from the damage done to you.

Ritual: When you draw on a place of power to create a magical effect, tell the GM what you’re trying to achieve. Ritual effects are always possible, but the GM will give you one to four of the following conditions: (1) It’s going to take days/weeks/months. (2) First you must ____ (3) You’ll need help from ____ (4) It will require a lot of money. (5) The best you can do is a lesser version, unreliable and limited. (6) You and your allies will risk danger from ____ (7) You’ll have to disenchant ____ to do it.

Gear (Current Load 5, max 6)
Spellbook (1 wt)
Dungeon Rations (5 uses, 1 wt)
Bag of books (5 uses, 2 wt)
Staff (Close, two-handed, 1 wt)
3 healing potions
3 antitoxins

Spells:

Detect Magic: (Cantrip, Divination) One of your senses is briefly attuned to magic. The GM will tell you what here is magical.

Light: (Cantrip) An item you touch glows with arcane light, about as bright as a torch. It gives off no heat or sound and requires no fuel, but it is otherwise like a mundane torch. You have complete control of the color of the flame. The spell lasts as long as it is in your presence.

Prestidigitation: (Cantrip) You perform minor tricks of true magic. If you touch an item as part of the casting you can make cosmetic changes to it: clean it, soil it, cool it, warm it, flavor it, or change its color. If you cast the spell without touching an item you can instead create minor illusions no bigger than yourself. Prestidigitation illusions are crude and clearly illusions—they won’t fool anyone, but they might entertain them.

Unseen Servant: (Cantrip) You conjure a simple invisible construct that can do nothing but carry items. It has Load 3 and carries anything you hand to it. It cannot pick up items on its own and can only carry those you give to it. Items carried by an unseen servant appear to float in the air a few paces behind you. An unseen servant that takes damage or leaves your presence is immediately dispelled, dropping any items it carried.

Contact Spirits: (Lvl 1, Summoning) Name the spirit you wish to contact (or leave it to the GM). You pull that creature through the planes, just close enough to speak to you. It is bound to answer any one question you ask to the best of its ability.

Invisibility: (Lvl 1, Ongoing Illusion) Touch an ally: nobody can see them. They’re invisible! The spell persists until the target attacks or you dismiss the effect. While the spell is ongoing you can’t cast a spell.

Magic Missile: (Lvl 1, Evocation) Projectiles of pure magic spring from your fingers. Deal 2d4 damage to one target.

Bonds:
Siggrun is keeping an important secret from me.

Thelian will play an important role in the events to come. I have foreseen it!

Hallek is woefully misinformed about the world; I will teach them all that I can.

Experience: 2

Mark
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Siggrun
Level 1 Cleric
Race: Dwarf
Alignment: Good (endanger yourself to heal another)
Hit Points: 19 (max: 23)

Looks

Sharp Eyes, Strange Hair, Flowing Robes, and Flabby Body

Abilities
STR 13 +1
DEX 9 +0
CON 15 +1
INT 8 -1
WIS 16 +2
CHA 12 +0

Damage: d6
Armor: 1

Special Moves
Deity - Zog, Secret Keeper (Knowledge and Hidden Things; Cultish and insular - Petition: Gaining Secrets)

Divine Guidance - When you petition your deity according to the precept of your religion, you are granted some useful knowledge or a boon related to your deity's domain. Your GM will tell you what.

Turn Undead - When you hold your holy symbol aloft and call on your deity for protection, roll+Wis. ✴On a 7+, so long as you continue to pray and brandish your holy symbol, no undead may come within reach of you. ✴On a 10+, you also momentarily daze intelligent undead and cause mindless undead to flee. Aggression breaks the effects and they are able to act as normal. Intelligent undead may still find ways to harry you from afar. They’re clever like that.

Commune - When you spend uninterrupted time (an hour or so) in quiet communion with your deity, you:
• Lose any spells already granted to you.
• Are granted new spells of your choice whose total levels don’t
exceed your own level+1, and none of which is a higher level
than your own level.
• Prepare all of your rotes, which never count against your limit.

Cast A Spell - When you unleash a spell granted to you by your deity, roll+Wis. ✴On a 10+, the spell is successfully cast and your deity does not revoke the spell, so you may cast it again. ✴On a 7–9, the spell is cast, but choose one:

• You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
• Your casting distances you from your deity—take -1 ongoing to cast a spell until the next time you commune.
• After you cast it, the spell is revoked by your deity. You cannot cast the spell again until you commune and have it granted to you. Note that maintaining spells with ongoing effects will sometimes
cause a penalty to your roll to cast a spell.

Rotes

Words of the Unspeaking (Stone only): With a touch you speak to the spirits within things. The non-living object you touch answers three questions you pose, as best it can.

Light: An item you touch glows with divine light, about as bright as a torch. It gives off no heat or sound and requires no fuel but is otherwise like a mundane torch. You have complete control of the color of the flame. The spell lasts as long as it is in your presence.

Sanctify: Food or water you hold in your hands while you cast this spell is consecrated by your deity. In addition to now being holy or unholy, the affected substance is purified of any mundane spoilage.

Guidance: The symbol of your deity appears before you and gestures towards the direction or course of action your deity would have you take then disappears. The message is through gesture only; your communication through this spell is severely limited.

Spells

Bless (Ongoing): Your deity smiles upon a combatant of your choice. They take +1 Level ongoing so long as battle continues and they stand and fight. While this spell is ongoing you take -1 to cast a spell.

Cure Light Wounds: At your touch wounds scab and bones cease to ache. Heal an ally you touch of 1d8 damage.

Bonds

Galadiir is in constant danger, I will keep him safe.

Thelian has insulted my deity; I do not trust him.

Clifton Caldwell is a good and faithful person; I trust him
implicitly.

Gear: (Current Load 3, max 11)

• Holy Symbol (The holy symbol of followers of Zog is a miasmic, billowing cloud of fog. Siggrun's is silver)
• Dungeon rations (5 uses, 1 weight)
• Chainmail (1 armor, 1 weight)
• Warhammer (close, 1 weight)
• Healing potion (0 weight)

Coin: 25
60 (party)
Experience: 6

Keith Koene
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New Holstein
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Halek
Level 1 Ranger
Race: human
Alignment: Neutral (Help an animal or spirit of the wild.)
Hit Points: 23 (max: 23)
damage: d8
armor: 1

Abilities
STR 15 +1
DEX 16 +2
CON 13 +1
INT 12 +0
WIS 09 +0
CHA 08 -1

Special Moves
HUNT AND TRACK (Wis)
When you follow a trail of clues left behind by passing creatures, roll+WIS. On a 7+, you follow the creature's trail until there's a siginificant change in its direction or mode of travel. On a 10+, you also choose 1. *Gain a useful bit of information about your quarry, the GM will tell you what. *Determine what cause the trail to end.

CALLED SHOT
When you attack a defenseless or surprised enemy at range, you can choose to deal your damage or name your target and roll+DEX.
Head:10+:As 7-9, plus your damage. 7-9:They do nothing but stand and drool for a few moments.
Arms:10+:As 7-9, plus your damage. 7-9:They drop anything they are holding.
Legs:10+:As 7-9, plus your damage. 7-9:They're hobbled and slow moving.

ANIMAL COMPANION
You have a supernatural connection with a loyal animal. You can't talk to it per se but it always acts as you wish it to. (I've left the details out and added an entry for Kotka.)

Bonds
Galadiir has no repsect for nature, so I have no respect for them.
I have guided Siggrun before and they owe me for it.
Thelian is a friend of nature so I will be their friend as well.

Notes and Equipment:
Leather Armor (1 armor, 1 weight)
Hunter's Bow (near, far, 1 weight)
Spear (reach, 1 weight)
2 bundles of arrows (4 ammo, 2 weight)
Adventuring Gear (1 weight)

Animal Companion
Kotka the eagle
Ferocity +3
Cunning +2
Instinct +2
Armor 1
Strengths huge, quick reflexes, ferocious
Training fight monsters
Weaknesses frightening, stubborn
Command
When you work with your animal companion on something it’s trained in…
• …and you attack the same target, add its ferocity to your damage
• …and you track, add its cunning to your roll
• …and you take damage, add its armor to your armor
• …and you discern realities, add its cunning to your roll
• …and you parley, add its cunning to your roll
• …and someone interferes with you, add its instinct to their roll
Coin: XX
Experience: 0

Eetu Vuokko
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Thelian
Level 1 Fighter
Race: Elf (Treat swords as if they had the precise tag)
Alignment: Neutral (Defeat a worthy opponent)
Hit Points: 25 (max: 25)

Looks: Eager eyes, wild hair, tanned skin, lithe body

Abilities
STR 12 +0
DEX 16 +2
CON 15 +1
INT 8 -1
WIS 9 +0
CHA 13 +1

Damage: d10
Armor: 3

Special Moves
Bend Bars, Lift Gates
When you use pure strength to destroy an inanimate obstacle, roll+STR.

  • On a 10+, choose 3.
  • On a 7-9 choose 2.

• It doesn't take a very long time
• Nothing of value is damaged
• It doesn't make an inordinate amount of noise
• You can fix the thing again without a lot of effort

Armored
You ignore the clumsy tag on armor you wear.

Signature weapon
• Sword
• Close
• Sharp. +2 piercing.
• Well crafted. -1 weight.
• Ornate

Bonds
I have sworn to protect Galadiir.

Notes and Equipment: (current load 9, max 12)
Signature Weapon (wt 1)
Scale Armor (2 armor, wt 3)
Shield (+1 armor, wt 2)
2 Healing Potions (wt 2)
Dungeon Rations (5 uses, wt 1)

Coin: 0

Experience: 0

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