Has anybody run Hot Springs Island in DW? Has anyone statted up any of the monsters or made any custom moves?

Has anybody run Hot Springs Island in DW? Has anyone statted up any of the monsters or made any custom moves?

Has anybody run Hot Springs Island in DW? Has anyone statted up any of the monsters or made any custom moves?

SPACE HIPPIES

SPACE HIPPIES

SPACE HIPPIES

Group, Intelligent, Planar

Alien Dagger (d8 damage) 6 HP 0 armor

Close

Special Qualities: Annoying

Several scholars have discussed the “space hippies”. Like the acolytes of Leary, Charles Manson, and other negative counter-culture leaders, these bizarre and stereotypical alien flower children are “under the spell of an unknown charismatic but dangerously unhinged leader”(chosen by the GM) and “stand for a sixties generation in the thrall of misled idealism.” The group shows a disrespect for authority and demands to be taken to a planet they call “Eden” (a dangerous Dungeon World location sure to kill them all). If the party refuses they will label them “Herberts” and begin to loudly mock them. Paladins and other formally good character may be forced to care for them or suffer the displeasure of their deity.

Instinct: Guide innocents to destruction

Chant

Seek “Eden”

Make an oval “symbol of peace” greeting hand gesture

Announce “We are one.”

Replay Woodstock

Has anyone seen a Barbarian with the Indestructible Hunger move? How often did they use it?

Has anyone seen a Barbarian with the Indestructible Hunger move? How often did they use it?

Has anyone seen a Barbarian with the Indestructible Hunger move? How often did they use it?

I wonder if the -1 Ongoing might be a bit severe depending on their appetites.

In regards to H&S, how often do you have players roll as a 1:1 correspondence of their blow by blow beads vs zooming…

In regards to H&S, how often do you have players roll as a 1:1 correspondence of their blow by blow beads vs zooming…

In regards to H&S, how often do you have players roll as a 1:1 correspondence of their blow by blow beads vs zooming out and extrapolating maybe 2 or 3 beads and then rolling as more of an indicator of overall momentum in battle?

Episode 55 of Discern Realities is here!

Episode 55 of Discern Realities is here!

Episode 55 of Discern Realities is here!

In this one, we talk about playbook sads, Session Zero #5, getting the most out of Make Camp and Take Watch, read some contest entries, and continue our St. Evelyn the White comic strip AP.

As a reminder, our current contest is ongoing until March 1st. You can paste your entries right here or send them to gauntletpodcast at gmail dot com. For more info, check out the page at the link below.

http://www.gauntlet-rpg.com/discern-realities/episode-55

Today, on Dungeon World, our heroes murdered the barkeep, robbed his storeroom, started a bar brawl, followed by an…

Today, on Dungeon World, our heroes murdered the barkeep, robbed his storeroom, started a bar brawl, followed by an…

Today, on Dungeon World, our heroes murdered the barkeep, robbed his storeroom, started a bar brawl, followed by an explosion/fire, then fled. A pattern is emerging.

In other news, it turns out the thieves’ guild here is a literal underground network, also the bandit king eludes capture (and has everyone in their pockets) because the entire operation is masterminded by a Greed Demon.

NBD. They only came into town to buy food & horses.

DENEVAN NEURAL PARASITE SWARM

DENEVAN NEURAL PARASITE SWARM

DENEVAN NEURAL PARASITE SWARM

Horde, Tiny, Devious, Planar

Infecting Bite (d4-2 damage) 3 HP 0 armor

Hand

Special Qualities: Pain Enslavement

A Denevan neural parasite was roughly disc-shaped, about thirty centimeters in diameter and two to four centimeters in height. The edges were thin and yellowish; towards the center, the creature was thicker and redder. Occasionally, they pulsated. Parasites had no detectable external or internal organs. Spock described a parasite as “resembling, more than anything, a gigantic brain cell.” Looking — and moving — like a half-digested Frisbee, these creatures are part of a large organism that takes over humans’ nervous systems and forces them to infect other planets, kind of like Borg without the fashion sense. (This is also the episode where we learn that Spock has nictitating membranes. That doesn’t have much to do with the monster. It’s just creepy.)

Denevan neural parasites were capable of clumsy flight. They attacked by making physical contact with a target and stinging it as does a bee. The stinger injected a strand of tissue that infiltrated the victim’s nervous system very rapidly, entwining about the nerves. Leonard McCoy described this entwining as “far, far too involved for conventional surgery to remove.” Once the parasite infiltrated a host, it pressured the host to obey its commands by inflicting enormous pain. There seemed to be some level of pain even when the host obeyed, but the creature could increase the pain it inflicted to bring an uncooperative host to heel. Exactly how the creature communicated its desires is unclear, but that it could do so is evident: Spock, while infected, attempted to land the Enterprise on Deneva, despite the fact that (as he knew) this was impossible. Later, he was able to end the pain through mental discipline and convince the crew to let him collect one of the parasites to run tests on. Eventually, this continuous painful stimulation would lead most to insanity and death. Infected victims cooperated in working towards the parasites’s objectives. This, and their enormous resistance to harm, led Spock to theorize that all of the parasites were parts of a single organism. How the parts communicated without a physical connection was not made clear. The parasites were so alien that Spock also theorized their origin was a place where different physical laws applied, outside of the Milky Way Galaxy.

Instinct: Destroy

• Infects

• Enslaves with pain

• Sunlight kills or magical healing kills

ORION

ORION

ORION

Group, Stealthy, Intelligent, Hoarder

Daggers (d8 damage) or Nets 6 HP 0 armor Close

Special Qualities: Female Charm

Orions are famous slave traders known for their distinctive green skin, although at least some have a pale grayish complexion. Orion males were typically bald and, on average, taller and more muscular than the average Human male. Orion females could have black, green, or red hair. Orion females were very animalistic in nature, known for their extreme carnal appetites and their innate skill of seduction. In Orion society, the males were slaves to the females. As a means of deceiving outsiders, the Orion males maintained the facade that the females were the slaves. This went as far as to sell Orion females on the slave market. Once sold to a male, the Orion slave girls used their unique physiology to their advantage; their highly potent pheromones accelerated the metabolisms of males of many species, raising adrenaline production to dangerous levels which caused aggression and, ultimately, a form of delusion. Its most significant effect was to make them susceptible to suggestion. Not long after, the “owner” males began taking orders from their “slave” females. The pheromones’ effects were cumulative; the longer exposed, the more pronounced the results. Females react negatively to those same pheromones, experiencing headaches and often manifesting a strong dislike of the female Orion “slave”..

Instinct: Enslaves

Trades slaves

Females charm male humans

Not to be trusted