This AMerican Dice is an actual play podcast created by Austin and David. They are gamers based in Central Florida.

Scale & Shadow Bonus: Treasure Trove

The golden age is long over. 

Whether by cruel kings, savage beasts, or unwise wizards wielding forgotten magics too great to be contained–dark times are upon us. The only hope for a comfortable life is to delve into what ruins remain to plunder the treasures of your ancestors to sell to the greedy and the foolish. 

Be warned, as if flies to a candle, the worst monsters are drawn to the brightest lights and no one is left to save you in the darkness. 

The heroes of legend have died long ago. All that remains is:

Scale & Shadow

Bonus:

What are treasure hunters without treasure? Here is a selection of magic items they carry into the lair of the Reptile God and one more NPC to help them get there. Feel free to use them in your own games of Dungeon World!

Art by Wizards of the Coast
Used under Fair Use, respective rights reserved

Magic Items to use in your game:

Bag of Feathers -1 wt (this will lighten your load), 1dF

A small leather bag about the size of a robin that contains a variety of bird feathers. 
When you would remove a feather to use its power, roll 1d6 (the die of fate). If the result is a 1, this will be the bag’s final feather with a magical effect. Any time you are in the air, you can empty all the remaining feathers to slow your fall until the next time you touch the ground, preventing you and all you touch from taking any falling damage.
When you remove a magical feather and point to a high or faraway place you can see, roll +Dex. On a hit, you fly to your chosen destination (or as close as possible). On a 7-9, you’ll get there, but pick two:
–Your flying is clumsy, it takes a while to get there.
–Your landing is more of a crash, roll your class’s die and take that much damage. 
–Your landing is chaotic, you lose a piece of equipment or something important, GM’s choice.

Dragonscale Shield +1 Armor, 1 wt

A russet, slightly flexible shield, rumored to be made from a single dragon scale. When you attempt to defy the danger of heat or fire with the shield, treat a roll of 7-9 as a 10+ as the shield absorbs the flames.
While defending with the shield, add the following options:
–Spend 1 hold to absorb a flame or heat attack directed at you or what you defend.
–Spend 3 hold to redirect a flame or heat attack directed at you or what you defend back to its source.


Grape Leaf Crown Worn, 0 wt., 1dF

A wreath made of living grapevine complete with ruby-colored grapes. It fits perfectly on your head. 
The crown has several charms woven into it. When the last is used, the crown will retain its shape and act as a mundane grapevine as long as it’s taken care of. 
When you would like the boon of a charm, roll 1d6 (the die of fate). If the result is a 1, this will be the crown’s final charm.
Spend a charm to:
–Treat a miss on a defy danger as a 7-9. Explain how the natural world saved you at the last second.
–Reverse all damage you just took from an attack. Describe how the power of nature reinvigorates you.
–Pluck a handful of grapes and share them with your party when you make camp. No one needs to consume a ration during this rest. If there is soil nearby and you bury the grape seeds into the earth, you will wake if any danger approaches you during the night. 


Arrows of the First Flame 3 ammo, 1 wt.

These finely made arrows are tipped with sharpened flint and bright red, yellow, and orange fletching, resembling a flame. When one of these arrows strike a target, it explodes in fire!
When you roll volley, add the forceful tag. On a 10+ (or if the target is vulnerable to heat or flame), the target catches fire.
You may reduce your ammo by 1 to snap an arrow in half to create two torches that burn twice as bright and twice as long as a standard torch.  


Contemplation Box, 1 wt.

A strong, angular box carved with several intricate symbols representing various monasteries and faraway clans. 
Seemingly without lock or even an opening, it clicks open when a monk channels their ki through it during meditation. It contains the following items:
–Five decorative rings of various colors.
–A jade medallion, signifying the rank of Magistrate.
–A pair of Kensei nunchaku (close, precise, 1 wt.).
–A fortune written by Yugare “the Dragon.” The next time you would fail a roll, reveal what Yugare’s wise prediction was, to treat that miss as a 10+ instead.


Cloak of Elvenkind Worn, 0 wt.

A warm, ashen cloak of very fine craftsmanship. If you watch it carefully you might notice it slowly taking on the colors and textures of what’s around it. 
When you keep very still in a natural environment, enemies will not spot you until you make a sound or movement. 


NPC To use in your game:

Dori Half-Elven

Quality: +2, Loyalty -2 (normally -1)
Traits: Guide
Tags: Forest-wise, connected (elves, Antlermen), archer, self-sufficient
Instinct: Prove she’s the best
Cost: Respect, good deeds
Armor: 1, Damage d6, HP 7
Load: 2, Gear: Elven bow (normally Cloak of Elvenkind)
Moves: Notice something hidden, follow tracks, weave protective spells
Notes: Raised by the elf-pair Llywillan and Llysarien

The cast of Scale & Shadow is:

Austin as Kastr the fighter

Brandon as Silmigar the wizard

Oscar as Kuan the Monk (a playbook from the Lore & Lords pack by Peter Johansen)

Jacob as Kuvair the swashbuckler (a playbook from Awful Good Games)

David as the Game Master

The music you heard was:

Floating by Karl Casey at White Bat Audio

Additional voices for the show include:

Marisa as the reader

Our cover art was created with MidJourney

Scale & Shadow is an actual play of Dungeon World, a game by Sage LaTorra and Adam Koebel with some of the suppliamental material from Perilous Wilds by Lampblack & Brimstone
We drew inspiration from Against the Cult of the Reptile God (1982) by Douglas Niles and The Village of Hommlet (1979) by Gary Gygax

Everyone is John Ep 2

Everyone is John Ep 2

Everyone is John Ep 1

Everyone is John Ep 1