There’s a great play-by-forum game going on at gotexp, and we need a few more players.

There’s a great play-by-forum game going on at gotexp, and we need a few more players.

There’s a great play-by-forum game going on at gotexp, and we need a few more players.  The Old Gods have been defeated by the Younglings, who are now a scourge upon the world.  A small band has come together to bring back the Old Gods, to defeat the Younglings and the iron-fisted Empire it has established, to forge an alliance with the Forest Elves, and whatever else your character might decide to get involved with.

Check it out at http://www.gotexp.com/d20/viewforum.php?f=544 .  If you’re interested in playing, either let me know here or post to the OOC forum there.

http://www.gotexp.com/d20/viewforum.php?f=544

Here is a play report of taking Dungeon World into Dark Sun, while using the new supplement The Perilous Wilds to…

Here is a play report of taking Dungeon World into Dark Sun, while using the new supplement The Perilous Wilds to…

Here is a play report of taking Dungeon World into Dark Sun, while using the new supplement The Perilous Wilds to navigate by.

http://ramblingsofjacobanddelos.com/2015/07/06/slaves-and-sorcery-part-one/

I’D RATHER DIE!

I’D RATHER DIE!

I’D RATHER DIE!

Just had a player refuse the deal from Death in last night’s game.

The offer was to return to life and when they completed their current quest for the Waters of Life, that they be turned over to the party’s evil Drider Queen. All in all it was well roleplayed by everyone and the Drider is good at being evil without being disruptive to the party. So much so that no one trusts her and she was already killed once (part of HER deal was she would have amnesia about getting killed by her “friends”).

With all that in mind the dead character, who is the only one who can get them to the Waters of Life, stayed dead and now the party is in a race to get his body to the city’s University so the Alchemist can try to put the dead character’s brain into his Hominoculs body.

Play to find out what happens indeed!

Episode 1

Episode 1

Episode 1

Cast:

Kalil, the Human Immolator

Shrike, the Human Ranger

Hanmar, the Human Masked Mage

Brockmoor, the Dwarven Cleric

Legosi, the Feral Cloak

On the road to the Slimy Gorge, the caravan slowed as it reached the entrance to the bridge over the old river. The adventuring party watched with interest as the soldier-clad wagon came to a halt and took note of its inventory and crew. The soldiers stood in formation around the wagon and their ogre in tow – clearly the muscle – stared aimlessly forward, waiting to proceed over the bridge. The ogres neck was chained and bound into the supply line, led by two of the soldiers.

A man on the bridge called out for a toll to be paid. Of course he did. It was all part of the plan. The informant would distract the soldiers and stop them at the bridge. As the parties discussed, our heroes neared the edge of the brush, weapons drawn. Whispers from the trees reached the ears of Hanmar, the Masked Mage, as they waited. Whispers… whispers of the mask he found in the home he now owned, once belonging to the famous man. The man without a name.

A failed ranger’s reading of the ogre’s stature led to its interest in the Human Ranger, Shrike, as it sniffed its big fat nostrils in his direction. A coy move to slip away from the ogre’s attentive snout led to an unfortunate discovery of Kalil, the Human Immolator, hiding in the thick, where Shrike had just duck away from. It was of no worry to Kalil as a fiery swing of the Immolator’s fist blackened the great creature’s face and sent him spiraling back into the wagon ablaze. The soldiers quickly took to their weapons, with the captain frantically coordinating their efforts to begin moving forwards again. Fortunately, Hanmar was able to halt the caravan with his illusions and prevent the enemies from escaping.

The battle lasted only moments with the blood of the caravan’s party soiling the ground around them. The ogre laid chained to a nearby tree thanks to Kalil, and Brockmoor, the Human Cleric, panted as he calmed himself, single-handedly releasing the souls of half the enemy troops from their bodies… with his warhammer. Much to his chagrin, Legosi, the Feral Cloak, failed to capitalize on his ability to maneuver the battlefield with fantastic speed, utilizing the darkness and environment, to his advantage, landing him in the muck of the river and sinking to what could have been his demise – a force pulling him deeper and deeper. With only a single hand protruding from the thickened sludge, he was pulled to safety by his comrades. The swamptopus would likely be seen again…

All was thought to be clear and safe. The group had the cargo they came for – the Stone of Dryness, which was planned to be used by the priest lords to dry up the great lake of the Slimy Gorge. It was less than a moment later that the group was approached by a group of bandits that Kalil inadvertently tipped off about their plans – likely to his loud boasting over a night of heavy drinking the night before.

With a fantastic attempt by the Masked Mage to create an illusion of heroism and grandeur, the party made a narrow escape with their cargo.. that is, until Kalil and Shrike exchanged words, providing Shrike with a need to prove his dextrous prowess and retrieve a lost bag of gold from the site of the caravan. His efforts were thwarted, landing himself and his wolf as prisoners of the dastardly rogues.

With an amazing feat of power and tactics, the group made quick work of the bandits and rescued their ranger thanks to Brockmoor’s amazing display of strength, the deftness and ferocity of Legosi’s bite, the sailing firestorm that is Kalil’s flame sword, and the now madly-masked illusory rage building within Hanmar – what, I didn’t explain the mask? Oh yes… well, you’ll have to wait to hear more about that next time!

Campaign Meltdown…

Campaign Meltdown…

Campaign Meltdown…

Ah it all started out so bright and shiny. The last time we played the players had recovered the lost bandit treasure, overcoming the (very old) traps that guarded it. They exited the cave system that lead to the old bandit hideout to find a party of goblins had attacked their camp but were defeated handily by the NPC henchman left behind.

Immediately, Aryia (Chris’s character, a female elf ranger (Chris is a human male btw)) wants to track the goblins back to their camp and etc, etc. Worthington (Joanne’s character, a male human cleric (Joanne is Chris’s wife)) thinks it would be better to head back to the main city to prepare for the main quest (restoring the lost temple of the unnamed god they both follow and discovering his(?) name). Aryia sends her wolf companion, Nymeria, off to find the goblin camp.. five hours later she returns (‘lots of goblins, bad idea to attack the camp’ she tells Aryia). Aryia still wants to attack the goblins but then agrees to return to the city. Oh and wanted to leave Wothington’s two henchman to guard the camp(?..”This random area you got to by following a map?”).. that didn’t happen either.

So they get back to the city, visit merchants, sell loot (a shiny dagger, a few old books and four pocket portraits). The dagger, which they thought was magical though I kept telling them no but they kept ‘testing’ it by attacking walls and things with it. It turned out to be made of some kind of rust resistant metal and favored by sailors, worth maybe 5 times the cost of a regular dagger (so 10coins vs 2coins). They go to the river docks and try to sell it for 40coins.. (“A dagger is only 2coins.. so that one is worth maybe 10coins” “they don’t know that..” “What?!?”) This killed about 20mins. (Dagger was sold for 8coins).

Aryia wanted her rapier reforged to a masterwork blade and a jet stone installed in the hilt (with some idea of enchanting in the future). She pays and is told to return in a week. Worthington gets his armor shined and painted in the Unnamed gods colors (blue with red trim) and gets a spiked shield. The armor will be ready in two days. So far so good..

They decide to hang out in taverns and see what rumors they can hear. They learn that there has been a sudden surge in the robbing and selling of corpses. Grave robbers are grabbing corpses wherever they can and people are spending coins that are 200 years old (from the last great kingdom in the area). There are two graveyards at the city, one for the rich near the temple and center keep, and one for the poor, outside the city’s walls (which has been mostly emptied). Aryia decides to hide in the graveyard to catch the grave robbers.

She meets Todd, the grave site watchman, who doesn’t want help from from strange elf after his job. While arguing with her Todd hears noise in the yard and runs in, chasing to figures in dark clothing. Aryia chases, sending Nymeria off after them. The wolf runs and falls into an open grave… Aryia helps her out. They track the two over a wall and into an alley where they mount horses. Aryia runs back to her inn and gets her horse and gets Worthington to mount up and come to. They go back to the alley and follow the tracks towards the center of the city where they lose it.

They go back to the graveyard. Aryia is insistent that she needs to guard the graveyard. Todd thinks she is trying to steal his and his brother Johnn’s job, telling her to leave and accusing her of being a grave robber.

(This is where things go downhill)

Aryia explains she isn’t a grave robber and in fact caught the two that were here earlier.. but they untied themselves and escaped. Todd is pissed they had them and let them go, Johnn shows and tells Todd to check the other side of the yard. Aryia refuses to leave, has Nymeria threaten Johnn and so Johnn rings his bell for the town watch. Six men with spears and helmets lead by a man in hard leather breastplate, helm and shield show up.

(Going down hill faster..)

The Sargent of the guard, Sgt Gregor, asks what is going on. Aryia explains “we have to guard the graveyard.” “Who ordered you to guard the yard?” “..That guy in the tavern.” Aryia refuses to leave, the guard tell them they have to come with them, Aryia has Nymeria growl at them. Johnn spooks Aryia’s and Worthington’s mounts causing them to fall off, Aryia pulls out her bow and threatens the guards.. The guard try to use sleep splash potion to knock the two them out but A&W manage to avoid most of the effects (Johnn is knocked out however :D).

Aryia and Worthington dash through the graveyard.. Worthington falls in the same grave that got Nymeria.. Johnn and Todd ringing the watch bells.. More guards showing from different areas.. A&W escape by climbing to a nearby roof top and heading towards the inn.. Nymeria runs alone back to inn and is captured with nets.

Aryia leaves Worthington to make his way back alone and heads to where Nymeria was captured. By the time Aryia gets there, Nymeria has been bundled on to the back of a wagon (she is a big wolf) and a guard is leading the horse pulling the wagon away. Aryia shoots the guard in the head (!?!), killing him and causing the horse to spook and run away with the wagon. Aryia chases the wagon on roof top as the guards are yelling to notify the captain and the lord of the city.  

(but wait it gets better… let me add at this time, I was telling the player “are you sure you want to do this? maybe you should not do x because y will happen..etc” His response was “no this is part of my plan”)

When the horse slows, a guard catches it and they take the wagon and wolf to their guard house by the main gate (where the horse was running towards). Aryia gets there just as the wagon enters the gate. The watch is running around in small groups, lamp lighters are lighting lamps and the city is getting on the alert for the ‘murderous grave robber’. Worthington makes it half way back to his inn and then running into a group of watch. He escapes, getting his shirt ripped off in the process. Aryia stalks around the barn/watch house, looking through tightly closed shutters. She mentally hears Nymeria loss consciousness. Finding a window that seems darker and less noisy then the rest she breaks a piece of the shutters off to look inside. Bales of hay and straw for the stalls and over and around them she can see the wagon to the front of the barn with guards and a tall man in chainmail asking questions.

SO of course, Aryia sets the hay on fire and runs to front of the barn, timing her attempt to enter as the calls of FIRE go up in the barn. She burst in and runs into Capt Grell. Aryia shoots Grell in the chest almost killing him, Grell attacks with his sword and shield getting a couple of good hits in. Horses are running out of the now badly burning barn. Aryia fumbles and spills all her arrows on the ground. She throws her bow at Grell to slow him down as she runs past him into the barn (?). Running to Nymeria, she pulls the net off her but can’t wake her. So she tries to jump on the back of one of the last horses fleeing and misses… Capt Grell rushes her as she explains “we have to work together to save the barn” before she is bashed into unconsciousness. Worthington is stopped by some watch as he is about the enter his inn.. “why are you covered in dirt?” “oh that happened at the graveyard.” “you were at the graveyard? the captain will want to talk to you…”

Now I can think of several ways to turn this all around but no really sure if it’s worth it..

Updated our map, including the brilliantly illustrated Gormand’s Larder from Cédric Plante

Updated our map, including the brilliantly illustrated Gormand’s Larder from Cédric Plante

Updated our map, including the brilliantly illustrated Gormand’s Larder from Cédric Plante

http://www.reddit.com/r/DungeonWorld/comments/39rgfe/warriors_of_the_purple_blade_part_3all_things/

http://www.reddit.com/r/DungeonWorld/comments/39rgfe/warriors_of_the_purple_blade_part_3all_things/

http://www.reddit.com/r/DungeonWorld/comments/39rgfe/warriors_of_the_purple_blade_part_3all_things/

http://www.reddit.com/r/DungeonWorld/comments/39rgfe/warriors_of_the_purple_blade_part_3all_things

Hey, folks!  We got our living campaign off the ground last night, and it went great.

Hey, folks!  We got our living campaign off the ground last night, and it went great.

Hey, folks!  We got our living campaign off the ground last night, and it went great.

Originally shared by Brian Haag

Session One is On the Books!

Dungeon World: Oerde, a “Living Campaign”, had its first session tonight!  Had a great time with Ben Badger  Star Spider Andrew Fish Ryan Neale Isaac Park.  I think we came up with some really nice starting material tonight.  Highlights:

* the Elves of the East are constantly warring amongst themselves over political and economically important resources

* technology was recently developed to harvest the Graybark tree, which bears wood renowned for its strength, flexibility, and light weight

* the Underworld of Graybark (named for the tree) recently suffered a bloody war between the city’s two largest crime families; one was wiped out entirely but its vault(s?) never found

Session Recap

Our story begins with the heroes escorting a caravan along the well-travelled route from Ironcurl, a busy seaport, to Graybark, the regional capital.  They’ve been paid a little too well for a job that’s a little too easy.  After arriving in Daggerdown with the intention of spending the night, things get crazy at the crowded inn.  The Elf Fighter Ochre goes to check on their cargo, and it disappears in magical darkness.  The thump he hears is one of the other guards falling, gravely injured.

Sal (the Sexually Confused), the party’s Bard-in-Residence, halts her stunning lute performance, and s/he, Tyrrah the Paladin, and Vinny Vincetti (scion of the fallen Vincettis of Graybark) run to assist Ochre (who notified the patrons and inn employees by ramming his spear through a wall and yelling through the hole).

Tyrrah is able to stablize the guard, and Sal, via her Planar Spheres knowledge, feels “a disturbance in the force” to the southeast.  The party heads out in hot pursuit.

Meanwhile, the intrepid (paranoid?) Ranger Corrin Bannister and his owl companion Nightbreeze are getting the lay of the land.  After picking a spot to spy on the dried mud tracks he found outside the inn, Corrin realizes the inn has gone totally silent.  Nightbreeze does a quick recon, and then flushes something out of the grass.

As the party arrives on the scene, an imp runs out of the darkness, flailing his arms and trying to avoid the owl.  Corrin and Ochre hold the imp hostage, who under extreme duress admits that the cart they seek is nearby.

Where did this imp come from?

Where’s the cart?

Who whacked Levi?

What is Vinny going to tell his cousin Chad about the cargo he lost?

Tune in next time and find out!