So I don’t know how to attach links to regular comments on posts, so here’s another post.

So I don’t know how to attach links to regular comments on posts, so here’s another post.

So I don’t know how to attach links to regular comments on posts, so here’s another post. I finally had the session where this map came from:

https://plus.google.com/114186342843586498680/posts/GyWYSNtN8an

Today: it looks like this. One eventful session.

Also, I just hit 500 hours on roll20. Exactly 500. Should I be proud, or scared, or both? xD

Have a good day.

I’ve been running a series of Hangouts On-Air games with Indie+ called Chain World.

I’ve been running a series of Hangouts On-Air games with Indie+ called Chain World.

I’ve been running a series of Hangouts On-Air games with Indie+ called Chain World. We play with four awesome players, and then we bring on guests who play in one session, and take over running the game the next. All the while we follow the madcap adventures of the Owlbear Scourge, a team of “elite” “heroes” who have never actually killed any owlbears. At least, on screen, anyway. 

We’re 9 sessions in, all of them up on Youtube to watch, all of them about 2 hours apiece. Check ’em out! 

http://www.youtube.com/watch?v=tDyRprR-Slg

And because no one demanded it.

And because no one demanded it.

And because no one demanded it.. Another update on my campaign.. But now a warning.. at some point there is some weird fetishie stuff that is at least PG-13.. kids stop reading.. though it is kind of funny.

Aryia awakes in the dungeon. All of her equipment gone and wearing just bright yellow linen shirt and pants. Has a manacle on her ankle. Stupidly planning to escape. Pretending to be sick then decided not to be sick. Asking for water.. then peeing in the water bowl (?). Making the water glow and sanctifying the water (cleric magic). Standing with the glowing water filled bowl over her head for 2 hours claiming it is magic. “I will share my magic pee with you all”

Brought before the magistrates. Open courtyard lots of crossbowmen, throne and chairs for city council, captain of the guard, lord of the city, still plotting to stupidly escape. “I can grab a guards spear…” “and die from being riddled with quarrels?” Talking with other prisoners, claiming she is innocent “me too!” “Aye we are all innocent!” Prisoners laugh. She gets bonked on head by one of the guards with his spear (not that hard, she a little elf chick after all) “When I am free you will be the first to die!” bonk more threats bonk couple of minutes of this bonk

The first prisoner , a highwayman named Mugar, charges read, robbed and killed lots of people, no way to make restitution, beheaded. Next prisoner, another highwayman named Samtat, pleads that though he took their coins he never killed anyone or injured anyone who didn’t resist. Also he has a way to make some restitution. There is a secret compartment in his crossbow that has several gems. The high priest is brought to the courtyard. The priest verifies the truth of what was said. Lord Willhem assesses the gems and commutes his sentence from execution to slavery for the church. Few more prisoners are tried and then it is her turn.

When the charges are read of course she interrupts bonk “you will have your turn to speak” more threats bonk finish reading the charges then she gets to speak. “I have come to warn you of a coming necromancer invasion! You need me to help defend the city! I am the best warrior here!” ” Why did you kill one of the city guards?” ” he was going to kill my wolf companion….” “He was leading the wagon with your captured wolf on it. I have already spoken to him. The church resurrected him.” Aryia gives an argument that since he is now alive it’s like he never really died anyway and Worthington could have resurrected him as well. When asked about the stables she burned and horses she injured she talks about trying to rescue her wolf and then goes off on a tirade about how the guards are weak and how she should be hired to defend the city. Then about how she could kill all the guards by herself and in fact could destroy a town by herself.

At this point the high priest rushes to her side and hurriedly whispers for her to shut the f*** up. He explains that he has already interceded with Lord Willhem her behalf and that Lord Willhem dislikes her and if you keep talking she will get herself executed. And that he is done all he can do on behalf of the Unnamed god that spoke to him the night before. Then taking a deep breath to compose himself he turns and faces Lord Willhem and quickly explains that Aryia has been given a mission by a God, and that the God-touched are sometimes unhinged by the experience. Lord Willhem has been sitting on his throne with one hand stroking his beard, looking very calm. “Enough priest. You have already spoken of this with me. Let the prisoner continue.. Go on..tell me more of how you will kill all my guards and destroy a nearby town… ” Aryia shuts up.. after a moment of silence, Lord Willhem continues. “No? Said enough you think? Captain Greel show me their assets.” After a moment he passes judgment. .. “In spite of your crimes since you are on a mission for a deity you will not be executed. All of your assets are forfeit to repair the damage done to the city. You and your party will be escorted four days hence and left at the edge of the shallow sea..” Aryia interrupts to try to explain about the sword she’s commissioned bonk “ALL of your assets are forfeit. You will be exiled from the city but before that your portrait will be taken and placed on wanted posters. A price of 75 coins will be placed on your head. Do not return to this city or its lands.” Aryia and Worthington are brought to the royal portrait maker that uses some kind of magical device to take a picture of them.

Aryia thinks about killing the portrait maker then realizes she would still be trapped in the castle. (Her player is asking me about this.. At this point I explained that they will both be exiled anyway so just wait. What is to be gained by attacking this guy? And you still have manacles and chains on and their are still four guards walking you both around). Soon they are placed on a wagon drawn by two horses, escorted by nine guards and a sergent. They stop by the inn Jocat and Baldwin are still at. They gather their gear and go with the wagon of shame. They leave the city.. now things take a turn for the weird… Since Aryia keeps making threats about killing the guards bonk she is kept manacled at all times. Oh and the guard that keeps bonking her on the head is the same guard, his name is Porbag but she calls him Bonk. He has to feed her, help her do her potty, etc. She goes on about how she will kill him when she returns bonk “You shouldn’t return to Westbar, Lord Wilhelm will have your head. He has already hung the wanted posters.” ” I will return, and I will have my vengeance. I will pee in your mouth when I return.” (Note from gm: hi-low roll to see how much Porbag would be into that. 11 on 2d6) ” You know, you don’t have to wait to return to have your ‘vengeance’…” and so things take a turn for the perverse..”ah I have had my vengeance.” “We have a few more days of travel, you could have vengeance a few more times..” and the best line in the campaign so far is…”As I pee in his mouth I tell him about my god.”

Still Aryia wants to kill the guards so on the last day she prays for divine guidance. The Unnamed god appears in her dream. “No don’t kill them, why would you think you should?” Weird rambling logic from her player. Aryia then asks about Baldwin’s new power. “He saw himself as a mighty warrior so I gave him powers to help him become one. As Jocat seeks lost knowledge..” “Yes you have giving me the ability to to make magic pee.” “Say what now?” “My pee can glow and is magical.” “I…see.. OK I see.. very well..” (Gm notes again.. the Unnamed god had given Aryia clerical powers.. but now he sees things have to be adjusted.) Morning and they are at the shore of the shallow sea (based on the front of the same name). Aryia tries to persuade Bonk to stay but he has a career in Westbar. When she last pees on him she notices that her pee does now glows and it made Bonk look younger and or healthier (pee power to appear in the next couple of posts). The sergent, the guards and the wagon head back to Westbar, leaving Aryia, Nymeria, Worthington, Baldwin and Jocat on the pebbly beach.

First attempt at trying to make “old-looking” character sheets.

First attempt at trying to make “old-looking” character sheets.

First attempt at trying to make “old-looking” character sheets. Didn’t go perfectly but hopefully my group likes what I did. I did the portraits on a tablet based on their descriptions. It’s all on my deviant art page, feel free to use it for your characters/NPCs. sirsavage.deviantart.com

Hello everybody.

Hello everybody.

Hello everybody. Just wanted to share what is probably the best session of DW I’ve ever run (I did pick it up this year or late last year, so shhh :P).

Anyways, it was not only the most fun session, but the most dramatic, hilarious, surprising and climactic session I’ve ever played from either side. And… it was on roll20 :O. In fact, our strength-based ranger (who punches things with dwarf-made indestructible spike-gauntlets) is considering changing classes to Immolator. 

What surprised me, was just how well the players did. It was amazing, especially as one of them was new to DW and this was their first game with our group. To be clear: a whole lot happens, and the session was 4 hours long so prepare for super long play by play. 

The session started out with the final meeting of a dungeon they just cleared out, barely surviving an ancient stone guardian in the ancient, crumbling temple of Drisgul, the God of Dreams and Prophesy. Everything in the campaign after session 1 has been leading up to this moment, so it’s pretty big what the Oracle tells them.

Because our newest player wanted to play a rogue, and a previous player who had to leave because of scheduling conflicts, we had him take over the original rogue with a plot twist. 

Turns out the halfling thief who they left with the dwarves had followed them the entire way back and through the temple without being spotted after he quote ‘got bored’ and decided to come after them, as well as swiping a very important map from the dwarves so he could catch up. 

This was all discovered (and frankly, made up to get the new player into the game) as the powerful Oracle of Drisgul ranted and raved at them, but was unable to harm them due to the protection of Huelog our Paladin’s diety, Abbadon. (Who helped bind Drisgul’s powers in the first place, but that’s a story for another day.) 

The oracle warns them of many grim portents and drops vague hints, citing ancient laws that keep her from giving out prophecy without a deal being struck despite the impending doom. At one point, she tries to reveal the name of the presence within the mountain (who has been haunting Aldren the wizard’s mind and dreams for several sessions now). But is only able to tell them another God was bound here on Mount Tadaran also. 

She answers several other questions and in the process proclaims vague fates for each of the Heroes and their roles in fighting the darkness to come, as well as ‘they’re the realms only hope to be saved from destruction, blah blah, etc etc’. (This group is heading towards the ‘accidently heroes’ archetype. They were in the right place at the right time and are the only ones strong enough to make a difference, etc, etc). 

If they want more specific answers they will have to do a heroic deed for her in return, as that is what the ancient law requires in return for a glimpse of one’s future, the Oracle also demands the return of the Keystone, a powerful gem stolen by Abbadon(Archangel of Righteous Sacrifice and Vengeance) and Rizarnos(the God of Justice and Power) and given to the dwarves if they want to see more of their future’s.

However, she also reveals in response to one of the questions that the barbarian invasion about to sweep through the unprepared small town they started in, that they were trying to seek aid about protecting originally when they set out onto Mount Tadaran, have arrived at Icador( the small town), as it is the third day of the ticking time bomb they have been working with (as they calculated that was how long it would take them to reach the town in the first session). 

She also reveals that Rook the thief has snuck in the chamber door right before it closed (you know right after the green torches flickered, the emerald mist came and she floated out of a gargoyle-shaped alter) and she demands to be told why he is in her sacred temple, sneaking about like a thief at the door(which duh, he is). He tells her he was bored, straight up and the wind goes from her sails and her theatrics drift away as quick as they came on. She can’t seem to even contemplate the idea of sneaking through holy temples as something to keep the boredom away. I know from that moment on, the new player was gonna mesh well with our group. 

From there, they poke around a bit in the temple to see if they should steal anything, but the small Halfling thief is frightened by the reptilian water-dwellers they spotted in the original session(in a passage underneath an ancient crumbling throne)despite a mysterious box he spots for the first time in the water. From here, the players decide they don’t have enough time to plunder the temple: they have Icador to save and they plan to return to the Irongut Clan dwarves( to get to the oracle, they had a brief foray through the dwarven halls) for both the gem, and to rally warriors to come to Icador’s aid.

But upon leaving the temple, they find the dwarven lieutenant Drummond (who set out with them from the halls of the dwarves, but had to turn back) and is an immolator (another short-lived player character. The guy showed up for a single session).  He has a large company of dwarves and claims to have returned to come help them with his warriors. However, he also demands the return of the map they noticed Rook stole from the mountain, citing the fact that it could give their enemies intel on the best way to enter and invade the mountain, and the dwarves don’t want it falling into the wrong hands for fear ‘greedy surface-dwellers’ would try to invade and steal their riches and desecrate their ancestral halls. However, he and the dwarves seem to be willing to come to blows over it and the ranger gets suspicious. (Speaking of the ranger, his animal companion, a huge cave spider, is carrying the sleeping paladin, who has passed out after 3 weeks of no sleep during his quest (class move boon grants ability to ignore sleep and food while quest is active.) 

When the ranger refuses to give them the map(rook gave it to him to look at while they walked out of the  temple), the dwarves get ugly and turn from escorts to trying to imprison them, but Drummond begs them to give it over to prevent bloodshed several times, saying that all they wanted was the map and they could be on their way. 

Norken the ranger refuses, striking Drummond across the face with his spike gauntlets and ripping up the dwarf’s face a little. The battle begins, and Norken’s punch results with him taking the blows of several of the 13 dwarves (I didn’t plan this, but yeah, 13 dwarves). The party regroups after taking a fair amount of damage from failed rolls, and the ranger and paladin go wacking, the paladin mostly focused on protecting the wizard and thief with his shield). The ranger completely brutalizes Drummond the Immolator with his indestructible gauntlets but starts burning in the process. A couple(like 4)dwarves freeze in shock after Norken rips his body apart. The rest pile onto the remaining heroes and try to take them down. The thief makes a glancing blow on one of the dwarves, but loses his rapier to harsh dwarf swords and axes as he tries to evade their blows. The wizard tries to leap over the dwarves heads, using the special ability of his dagger to turn a failing roll into a hard choice (without knowing beforehand). Instead of taking blows on his way over, he opts to take no damage but falls right in the middle of the group of dwarves. Fortunately, the paladin comes in and takes out one of his opponents by hurling him into the grass with the force of his flail. Norken takes another round of attacks and stays alive, but barely. Heulog protects Rook long enough for him to get out of the circle of warriors and use his bow instead of his broken rapier. Between the volleys from him and a point-blank fireball(wizard shielded it with his fire-proof cloak)(yes I gave them all two or more artifacts via the dwarves), they take out a good fourth of the dwarves. Norken stays alive long enough for Heulog the paladin to come and heal him up and the party regroups, taking out more dwarves by using arrows, drop-kicking a dwarf into the mountain(Norken) and frightening some off with enchantment(Norken-ranger cantrip). However, there are still about half of them left, and they quickly pile onto heulog and Aldren. Heulog creates 10 feet of space with his flail and the wizard decides that’s enough space for a fireball. Since he’s fairly close, I give him +1 and he rolls a 16(two perfect sixes), and +1d4 damage because of his roll. That’s a huge explosion, man. The wizard hurls the fireball and jumps to shield his friends with his cloak, but he only rolls a partial success and only partially shields the paladin from the flames. Most of the remaining dwarves are turned to ash, but the ranger get’s well crisped too and it’s time for a last breath roll. Appalled by what he’s done, the wizardsinks to his knees with his hands over his face. The paladin wants to comfort him, but is afraid to because of how great his arcane power has become. Fortunately, the giant spider animal companion(who helped eat a dwarf or two during the fight) and rook work together and eliminate the last of the dwarves. One of them surrenders before he get’s taken down, and he is the last remaining dwarf standing on that clifftop. 

Now for the last breath roll. Norken is brought before the dark battlemented walls at the gates of death. His patron God, Uther, Dwarven God of the hearth, has sent a messenger wreathed in white flame to guide him in dealing with the grim reaper who stand their watching him with his black empty hood.  The grim reaper eventually holds out his hands, one of them containing his cause of death, a small ball of fire, and the other holding an hourglass with his name on it, no longer running. The messenger tells him there is only one way to return to life, and that involved a terrible price that would probably be worth then death. Ever the hero, he reassures him he is willing to pay any price if it means helping the people. The messenger sighs, says it’s up to him and walks away into the shadows of the realm of death. His last breath roll reaffirms this deal with a 7-9, and the reaper, never saying a word this entire time, places the fireball on the top of the hourglass, and it transforms into sand, and the hourglass remains running. When he awakes, his body is whole and unblemished like a newborn babe, but he feels a terrible burning ache in the center of his chest(similar to the deal the immolator got in his one session of play. Which is why we might make him into a gauntlet-wielding immolator.  And yes, I brought the Drummond player to 0 hit points in his first and only session. I’m a mean gm Cx. He survived tho, and the player had a lot of fun before he vanished off the face of the earth.)

With the ranger down and the paladin and wizard trying to figure out what to do about it, Rook the thief  searched the battlefield for survivors.  With his dying breath, Drummon started to tell Rook the real reason the map was so important, but died in pure dramatic style while he was speaking of something hidden beneath the halls of the irongut clan. Heulog( the paladin) left Aldren (the wizard) in his shock and immediately objected when Rook hinted he might torture the remaining dwarf. However Rook chose to use his truth-serum Goldenroot on the dwarf, and when the dwarf tried to flee instead of giving up information, Heulog held him still so that Rook could administer the poison.(Ya know, pinch the nose, gulp it down while big guy holds your arms. Gangsters do it all the time.) After that, the dwarf treated him as a friend and took him off to one side to reveal that the reason they were so scared of warriors and interlopers discovering their caves is because along with Drisgul, a dark and terrible God is bound beneath the halls of the Irongut Clan, bringing the story full circle.

So from this vital information, the heroes were now able to easily and correctly conclude the following:

1. The Dwarves think it’s more important to make sure the God remains bound than help their neighbors despite their sympathy with their plight.

2. The presence that has spoken to Aldren in his dreams and in other occassions, and has threatened him with vengeance for refusing to free them, is, in fact, the dark God.

And the choice they have to make is: go after the gem and maybe repair relations with the dwarves, or rush down to protect icador from a barbarian horde on their own without the army of dwarves they wanted to raise and bring with them.  

So that’s my session. I will probably never chronicle a quest like this in so much detail ever again unless people specifically ask for more, but this was my first really epic climactic session I’ve run and I loved it. Tell me what you think if you got this far(like ever) or if you only read the first few parts. Thanks 

Hanging from a cliff!

Hanging from a cliff!

Originally shared by Owen Kerr

Hanging from a cliff! Our hearty band of brave adventurers at sea, beset by gnollish pirates! Three shiploads of the hyena-folk bear down upon their ship, the Lady of Song and Wine!  A foul shaman hurls eldritch bolts of indigo fire! Javelin-points glint in the sun! Is this the end?! How will our heroes prevail?!

events/c9sum6u7lhjd1fbab8q53ramj14

My Fourth of July Impromptu Dungeon World Experience

My Fourth of July Impromptu Dungeon World Experience

My Fourth of July Impromptu Dungeon World Experience

I was out camping for Fourth of July Weekend with a bunch of friends, and it was raining all day on Saturday, we built a tight rain fort using tarps and uprighted picnic tables (unfortunately I have no pictures) and due to the rain, we were pretty much constrained to our rain fort, it was decided that we wanted to Play a DnD game around the camp fire.  So me without my Dice and and only a deck of cards, limited pens and some scrap paper.  I had everyone write down their str, dex, con, wis, int, cha, and max hp on what little paper we had.  I told everyone that they were playing themselves in real life as characters, so I had everyone decide what their best and worst attributes were based on how they know themselves.  They add a +1 to three attributes, +2 to one and +1 to another, or a +3 to one attribute.  Then told them to write a -1 to what they thought was their worst attribute.  I had them Draw cards to find out their Max HP and write it all down on their scrap paper.  We were now ready to play “Fugitive”.

Fugitive is a super stripped down version of Dungeon World I made up months ago to pass the time with a coworker on a very long drive to a job site. It takes place “tomorrow morning” where all the characters are Dungeon World version of their real life selves, and wake up tomorrow morning to find out that they are wanted for the Murder of The President of the United States of America, with a Bounty for $100 Billion on all of their heads, dead or alive.  “What do you do?”

So this is where it gets interesting. Without dice I only had a deck of playing cards and I learned that I could apply the same rules for rolling two D6s as I can for drawing cards. Ace to 6  and Joker was utter failure, 7 to 9 was success at a cost, and 10 to King was wild Success with grace and style. I even added a caveat that if you drew a King, you receive as magic item or power related to the action you rolled as means to level up.  This worked out great, because just like rolling dice, the suspense and excitement built every time someone went to draw a card, and cheering and/or awe ensued after every card drawn.  Everyone had fun, got creative, laughed and cheered, and worked together solving their in-game problems.

The point I am trying to make here is that Dungeon World Rules provide just enough structure that even with limited resources, if you have enough imagination and creative problem solving, you can have a fun impromptu game sessions that everyone enjoys without a great deal of prep work.  I’m even considering replacing rolling 2 D6s for moves to drawing playing cards for moves in future DW sessions.

So for those interested, here’s just about how the story unfolded:

Brad, Jordan, Amy, Steph, Adam, & Lauren wake up find out that they are all wanted for murdering the president.  Lauren remembers that she just made $5000 the night before dealing drugs. So they book a limo to the Canadian Border for $3000.  So the pack up their camping gear, get picked up and befriend a little pony named Scott and abscond into the limo towards the border, Scott the Pony in tow. While on the road, they realized that they need fake passports. As it turned out, Adam remembers that he has a shady friend named Traniel who does fake passports except its going to cost them $3000, they only have $2000 left after the limo.  So Adam remembers that he has a T-Shirt signed by Steve Urkel himself that he can pawn off for a $1000.  So after a quick detour and a close call with an ornery Pawn Dealer, they get the money and get back on the road, with the cops, closing in.  As the Po-nine were closing in on them Brad draws a 10 on a wisdom roll and discerns that the limo driver is in fact a pirate and can find them a Captain to commission a boat to Ireland for a price.  So everyone sells the pirate limo driver what they can and end up with $1800, which with after drawing another 10 is exactly how much a boat to Ireland costs amongst pirates.  So they elude the cops, and Meet their Captain, who to everyones surprise is, Traniel!  They get on the boat and embark to Ireland against their better judgement, with no food. Problem solving as a team, everyone scrounges to make nets, and catch massive amounts of fish, Brad finds a way to cure the fish so it lasts them the whole trip. They befriend the Lock Ness monster whom ended up having a psychic connection to Scott the Pony and Adam.  They barely Make it to Ireland with enough food. Jordan, just so happens to know where an abandoned Castle is where they could all squat that is within walking distance from port.  They arrive in no time, to find the castle boarded up with only a tower window open. Brad attempts to break in, fails and breaking his leg trying to get in, losing HPs.  Amy tries again and succeeds and using her strength she breaks the door to the Castle Down from the inside to let everyone in.  They get in, start a garden, lay in defenses, and burn off their fingerprints successfully hiding their Identities permanently from the US government and for all intents and purposes, WINNING the game of Fugitive.

~~The End~~

I would like to open up the Comments section here for people to share THEIR impromptu DW experiences.