Quick!  I need stats for an ROUS!!

Quick!  I need stats for an ROUS!!

Quick!  I need stats for an ROUS!!

I have described it as being “chest high” to the 2-headed ettin, and having front teeth “as long as zir forearm”. It’s already been blasted by the ettin’s fireball, and is badly singed, but charging. I need a move or two, a tag, some HP, etc…

(This is for play-by-post, so no absolute panic, but in the next few hours or day would be terrific).

I’m wanting to create a compendium class, but I’m coming up blank.

I’m wanting to create a compendium class, but I’m coming up blank.

I’m wanting to create a compendium class, but I’m coming up blank… it would be called something like Djinn Manipulator, and would have something like the following for the entry requirement:

“when you have debated with a genie and won the exchange (received 3 wishes and gotten value for them), you may take this power when you next level up”

But I have NO idea what the power should be, or what further abilities to give the class. I just think rewarding my PC for winning his discussion with the djinn would be cool. 

I see the introductory move as having something to do with parlay. Improving it, making the PC able to apply it in inobvious situations, something like that. And the following moves would/should also all relate to seeing through deception, underestanding motives, and manipulating people.

Any ideas?

Ran Dungeonworld last night over skype.

Ran Dungeonworld last night over skype.

Ran Dungeonworld last night over skype. Fun was had by all! All 3 of my regular players showed up, so we had Karl the wizard, Ted the rogue, and Astryr the ranger.

Last time, they had killed a bunch of bandits; in the lair, hidden in a box in the floor, they found 3 bottles. One was brown glass, one was clear, partly filled with pink powder, and the third was red and gold glass, plainly valuable.

The brown glass bottle turned out to contain a very strong emetic, 6 doses if used cautiously for medicinal treatment, or one dose if you want to render someone incapacitated for a few hours, and maybe risk killing them.

The pink bottle smells strongly of cherries and oranges; the ranger associates the smell with a childhood remedy for lung disease that once attacked her village (I’m thinking it is either a cure disease or healing potion, once water is added).

And the red bottle contains a Genie. Ted is very upset that it won’t LEAVE, giving him the 300+coin bottle to dispose of! The others keep trying to tell him the genie will grant wishes, but he hasn’t decided that to his own satisfaction, yet, and the genie sure isn’t going to say so without a direct question!

They had a LOT of fun talking and negotiating with said genie, and next time we play, they are going to travel to Skalde-Hagen to do research on genies and satyrs (a problem still lingering from another session).

I ran a DW game yesterday for my husband and two other gaming friends; we hadn’t had  a chance to play together in…

I ran a DW game yesterday for my husband and two other gaming friends; we hadn’t had  a chance to play together in…

I ran a DW game yesterday for my husband and two other gaming friends; we hadn’t had  a chance to play together in years, so it was a real blast! They had a good time, I think, and all said they’d try it again….

So in the course of the adventure, they managed to finagle the Temple of Light into sending them out with a senior cleric/scholar on a mapping expedition; they are going to visit 5 “islands” (shards in a shattered world, really). One was the adventure they went on; so that leaves 4 more places they’ll be visiting and exploring, taking their scholar around. And of course, having adventures on the way.

I’d love to have a sort of loose idea of what each of these islands will encompass; I know ONE of them will house some sort of “leper colony” type place – but I’m open for ideas on what ELSE could be on the shard, what would draw my scholar there to do mappping/geographic research, and what the other 3 island/shards might contain.

I’m going to have my PCs find a bottle with a genie in it.

I’m going to have my PCs find a bottle with a genie in it.

I’m going to have my PCs find a bottle with a genie in it. The genie will believe, when the bottle is opened, that the PCs are the foe who trapped him 100’s of years earlier; so he’ll rush out and do something (curse them?). What would you have happen?

Last Sunday’s game went very well – my PCs were facing the hazing of the Bandit King to join his group; the queen…

Last Sunday’s game went very well – my PCs were facing the hazing of the Bandit King to join his group; the queen…

Last Sunday’s game went very well – my PCs were facing the hazing of the Bandit King to join his group; the queen had mixed them up a potion.

The wizard was able to weasel out of drinking it because he’d charmed Bandit King Kurtis, but the others had to chug it down. All three (ranger, fighter, henchman cleric) were in the 7-9 range; they knew they were being influenced, but they had very  little will to resist, and were also having minor hallucinations.

The Bandit King decided he wanted roast goat for supper, so the whole group  (King, Queen, 6 bandits and the PCs) went off to raid a farm. While on the way, Karl the Wizard convinced King Kurtis that he would be better off replacing the Queen with him!

During the raid on the farm, Karl managed to pass an antidote to each of the other PCs, which reduced their hallucinations, and allowed them to defy danger to avoid following bandit orders.

Two of the PCs, a pair of bandits loyal to the King and the bandit queen went to the barn, and there the PCs turned on the Queen, attacking her with surprise. She went down quite easily. However, a vicious farm dog attacked the ranger (and her cat), injuring her.

In the end, they were able to lure several more bandits to their deaths in the barn (“There’s a keg of ale in the loft; come help us carry it”) and then slay the King himself. He put up a lot of fight, and the wizard took substantial damage. They rescued the farmer, his wife and daughters, as well; the bandit king had intended to take the girls back to his lair and kill the parents.

Afterwards, they helped lead the Sheriff and his men from Prince’s Apfel to the bandit lair, and they smoked out and killed the rest of the bandits. One front conquered! Their loot was a good bit of coin in reward money for the bandits, and 5 mysterious potions the Bandit Queen had on her shelf. Plus a good rep in the big town!

This week, my PCs went after bandits in the woods.

This week, my PCs went after bandits in the woods.

This week, my PCs went after bandits in the woods. They got ambushed, but just before fighting broke out, the wizard charmed the lead bandit. Now they’ve convinced him they want to BECOME bandits, and are going to have to participate in an initiation ceremony.

I told them it involved drinking a really nasty beverage; they have to swallow it all without gagging or hesitating. I want to have a special move for them to drink. One consequence, if they DO swallow it all, is that they are charmed (not by the bandit king, but by his wife, actually, who brewed the drink).  But what would be GOOD results of drinking?

Failing to drink provokes a battle between the attempted drinker and the bandit king; its presumed at that point that they were not charmed and are a liability if they continue living.

My PCs recovered, after driving away an evil Satyr, a magic rock from an ancient fairy mound.

My PCs recovered, after driving away an evil Satyr, a magic rock from an ancient fairy mound.

My PCs recovered, after driving away an evil Satyr, a magic rock from an ancient fairy mound. I told the wizard that it had runes carved on it, and when he detected magic on the whole mound, he sensed some sort of binding spell. I want the rock to have some sort of magical power independent from the mound’s binding, but not a huge one, as his taking it was sort of “at random”. He may not even realize he put it in his pocket!

What would you do with this? I also have NO idea what the binding on the hill is; just that spilling blood there was loosening it…

I ran a game of Dungeon World last night; it went really well.

I ran a game of Dungeon World last night; it went really well.

I ran a game of Dungeon World last night; it went really well. I LOVE this game! In 2 1/2 hours we managed to have a nice mix of a social interaction, some hiking and descriptive narration, a confrontation, and a fight. This is with a group (online) that normally takes 3 hours to run a single 4e combat…

The rules flowed really well; my only difficulty came in getting the PCs to roll their own damage – it really surprised them to do that!

I broke the wizard’s arm in the fight,  when he got kicked by a Satyr while striking it with his staff, which was fun. But the best part was the hostage-taking. The rogue of the group grabbed a faun that was one of a trio “sorta-kinda” threatening them. They suspected the Satyr and fauns were guilty of kidnapping a child.

Once they grabbed the faun, they were able to get to where the child was being held, and trade hostage for victim, and escape. Unfortunately, they let the big Satyr get away because nobody had a ranged attack… Oh well; I guess they’ll have to deal with that in the future…