Starting a new short term Dungeon World game on Thursday nights.

Starting a new short term Dungeon World game on Thursday nights.

Starting a new short term Dungeon World game on Thursday nights.   Would enjoy getting 1 more player.  We get online about 8:15pm, and begin play about 8:30.  This is EST timezone.  Anyone interested/ able to join?   I suspect this is will run each Thursday in June.

A summary of the first session of a short-form (one hour session) Dungeon World campaign.

A summary of the first session of a short-form (one hour session) Dungeon World campaign.

A summary of the first session of a short-form (one hour session) Dungeon World campaign.

The city is alternatively known as the Crescent or the Sickle, named after the thousand-foot-high wall that sweeps along its western edge. The wall serves as a bulwark against the seasonal storms that blow sand at flesh-scouring speeds. The southern edge of the city abuts a mountain range, and mining is the primary source of the city’s riches. A significant portion of the miners are foreigners, and they stick together in their own neighborhoods near the wall.

The gates have just been closed for the last time this year, as the weather signs show the first of the truly lethal storms approaching. In a miner bar, Lukas Grimdog (Human Paladin, from the same foreign nation as the miners mentioned above) and Jonah (Human Ranger, a horseman from the wastelands west of the Wall) are drinking the last of their seasonal wages. Storm season is a tense time amongst the miners, as only a few mines can stay open safely so work assignments are at a premium.

Jonah performs a brief augury using storm-blown sand and the dregs of his beer, which alerts him of the impending bar brawl behind Lukas. Rather than intervene, Lukas merely stands up and reminds the brawlers to keep it friendly – no weapons – and observes.

When the brawl breaks out, Jonah takes advantage of the chaos to attempt to steal some additional beer from unattended tables, but ends up spilling one of the mugs onto a rather large miner who (understandably) takes offense. Lukas becomes aware of Jonah’s problem when Jonah goes flying across the room into a table, but more worrisome is the miner who seems ready to retaliate for a broken nose by pulling a dagger.

Lukas’s boot on the dagger almost puts an end to that, but the miner isn’t terribly bright, and decides to sink a second dagger into Lukas’s leg. The armored leg. It doesn’t go well. Lukas is not the merciful sort, and stomps on the inside of the miner’s elbow, removing any will to fight. Meanwhile, Jonah has extricated himself from the wreckage of the table, and the two call it an evening and head back to their shithole apartment, that still has a few days of rent paid on it.

Jonah is up with the dawn, and becomes aware of a gathering mob in the streets below. He wakes Lukas, and the men set off to follow the crowd. The mob eventually coalesces around a Wall gate, where the maintenance cage is being lowered to the ground.

Inside the cage, flensed by the storm of the previous night, is the body of a miner named Harlan. Harlan was a known agitator and labor organizer, and the immediate suspicion of the crowd is that the mine owners were in some way responsible. Jonah begins back-tracking the path Harlan must have taken to the Wall, and Lukas moves to inspect the body. Lukas encounters a mine foreman named Andros, a man sympathetic to the labor movement but constrained by his position. He pleads with Lukas to keep his investigations subtle, and to bring him news so he can help mitigate the inevitable outrage. Lukas agrees, and after seeing the body respectfully removed from the area, rides up to the top of the Wall.

Jonah backtracks the course of last night’s events, and determines that Harlan was assaulted outside the very tavern they were drinking in, by at least two men. Harlan’s boots implied that he did not walk to the wall, but the fact that he turned his face away from the storm suggests he was conscious when he died.

Lukas reaches the top of the wall, the only place where the cages can be controlled from. He eventually finds the maintenance crew on duty, two young men who are clearly rattled. A clear sense of guilt from one of the maintenance men causes Lukas to dangle him out over the edge of the Wall, but the guilt was over being drunk on duty, as the two men arrived well after the storm and were the ones to discover the body. Lukas collects the most recent pages of the duty log, and heads back into the city to continue his investigation.

LF Dungeon World GM.

LF Dungeon World GM.

LF Dungeon World GM.   I have been running a game on Thursday nights for a couple of weeks.  People are having fun, but it is occasionally a bit clunky.  Last night was our first attempt at using tricks of the trade move, and well… I just don’t think I got it right. 

If someone wants to run a game Thursday nights in June from 8:15 EST until roughly 11pm, I have 3-4 players including myself that would enjoy playing and learning with you.

We have been using Roll20, with skype for voice, since the roll20 app does not seem to provide voice to one of the players.

Ludi Fabularum met again today to continue the previous meeting’s adventure.

Ludi Fabularum met again today to continue the previous meeting’s adventure.

Ludi Fabularum met again today to continue the previous meeting’s adventure. The students’ heroes included Alderist, an elf bard; Longor, a human fighter; Aragorn, a human paladin; and Throndir, an elf ranger (with a wolf animal companion). Longor’s player was absent, so I downgraded him to a warrior working for Alderist. We opened with the frogmen ambush. A die roll determined six frogmen plus one frogman shaman were attacking the heroes.

The frogmen opened by throwing barbed nets. Throndir dodged the nets. Alderist dodged the nets. Aragorn decided to parley. Consequently, he was netted, but his offer to serve the frogmen’s cause caught the shaman’s attention. The shaman ordered his raiders to be wary but not to attack. Throndir decided to fire arrows at the frogmen. Alderist, not wanting a fight if one could be avoided, attempted to foul Throndir’s shot. In the process, Alderist tripped and got tangled in a net. Throndir fired, but it was a poorly placed shot that did no damage to the shaman.

Then, with two heroes entanged in barbed nets and watched by two spear-toting frogmen, the shaman began to cast a spell while the other frogmen rushed Throndir. Alderist kicked out at a nearby frogman while Longor attacked as well. One frogman went down with a broken leg and punctured chest. Aragorn tried to cut his way free, but realized doing so would cause the net’s barbs to tear his flesh, and so he decided a more approach might be useful. Throndir got mobbed, suffering minor wounds before he could retreat to more appropriate bow distance. A few second later, Alderist and Longor attacked the frogman standing watch over Aragorn, giving the paladin time to free himself from the net.

About this time, the group decided to retreat to the jungle line. Unfortunately, the frogman shaman’s magical sandstorm made that impossible for Alderist and Longor. Aragorn rushed into the blinding sand and wind, injuring the shaman and disrupting his control over the magical sandstorm. While the paladin fought against the fierce shaman, the other heroes turned the tide against the other frogmen.

When all was said and done, three frogmen escaped into the sea. The party looted the dead, not getting much for their trouble: a few crude spears and a strangely marked gourd full of some sort of liquid. Alderist and Throndir made camp, starting a fire, improvising some shelters, et cetera, while Aragorn scouted the area. By the time camp was established, Aragorn still had not returned. Alderist, Longor, and Throndir set out into the jungle to find the paladin.

The trio discovered a covered pit trap. They also discovered that bare-footed humans had been using animal trails through the jungle. Some of these humans, based on depth of tracks, had been carrying a substantial weight between them. The heroes followed the trail.

Meanwhile, Aragorn, who had failed to notice a pit trap, had knocked himself unconscious and had been captured by human natives, who trussed him up and brought him to their village in a jungle clearing. When presented to the chieftain, Aragorn went from prisoner to honored guest. In the chieftain’s hut was a leatherworked image depicting a figure who strangely resembled Aragorn. This figure was surrounded by cowering frogmen.

The chieftain explained that Aragorn was the chosen one who would free them from the frogman menace. Aragorn’s quest to discover the truth of who he is had taken a decisive step. The rest of the heroes arrived at the village. Explanations were given, and the party were fed, their injuries treated, et cetera.

Thus ended the session.

Speaking of incorporating everyone’s input, here’s another great story from Dungeon Elementary.

Speaking of incorporating everyone’s input, here’s another great story from Dungeon Elementary.

Speaking of incorporating everyone’s input, here’s another great story from Dungeon Elementary. On-the-fly adventure creation, like a boss!

http://dungeon-elementary.tumblr.com/post/85490685316/if-you-dont-know-what-to-get-a-kid-for-their-birthday

Ran game one of my first DW campaign this past Friday.

Ran game one of my first DW campaign this past Friday.

Ran game one of my first DW campaign this past Friday. Here’s a link to the adventure log for anyone interested: https://fridayknights.obsidianportal.com/adventure-log/chapter-one

All in all, it was a fun game, and the adventure log does little to capture the general hilarity that permeated the table. Of particular note is the paladin’s god, the Thresher, who cuts men in twain like stalks of wheat should they be judge unworthy. There was much threshing at the table that night.

The backstory…

The backstory…

The backstory…

I wanted to test out the rules and roll 20.  I found 3 players for a 3 session tester campaign.   I wanted to start in action…. so put an artifact in a ruined keep by the ocean, guarded by a magical hell hound thing.   I also wanted a hoard near by, so wanted a scouting party to point the party this way.  The action would start with their thief coming over the wall, and noticing something.

In the first session, we spent a lot of time creating backstory.  I would ask questions, and sometimes get answers.  Sometimes I felt like I was pulling teeth.    Questions like … why do you want to play a neutral fighter, what story aspects do you hope that will bring out?

And  Who is Lord Jordon, and why do you trust him? 

When Lord Jordon was filling you in on your job to find the crystal of Oxy Pablo, your mortal enemy overheard the details.  How did they do that?

Who is this enemy, and why do they want to get the crystal of Oxy Pablo before you?

The fighter whipped out story like it was nothing.  My evil mage seemed to simply agree with what everyone else suggested… and my theif wanted to act in character, and had trouble with any details that did not pertain directly to his character.

They built neighboring dukedoms, that recently finished a war.   They are in the wining city, and have been running plenty of political crimes together.   The thief likes to steal things, plant the goods on an enemy, and then tip off the fighter (who used to be in the army and the police) about who has the stolen goods, and get them arrested.

 They are now working with the ambassador to the losing dukedom, very closely.  He has hired them to get a magic crystal, which he will be using to help his duke.

As part of the political war, the party has managed to alienate all elves and dwarves, and caused them mistrust each other.   One of these elves hired the party wizard to find some some ancient scrolls of power.  Once the mage did this, he took his friends to the scrolls, took the ones he wanted.   The fighter burned the scrolls not wanted, and the thief taunted the elf such that he knew how he had been betrayed.

Realizing I was running out of time, I skipped a number of questions, and jumped into the keep, as the party found some gnolls.  They killed the gnolls very quickly.  All three gnolls killed from behind…   The last gnoll creating a large amount of noise as it was shot in the back with arrows.  There was a monstrous thump on the partially ruined wall near the thief.

End of session one.

I know that I am not a visual artist, but I really like what happens when I bother to draw something a fourth time.

I know that I am not a visual artist, but I really like what happens when I bother to draw something a fourth time.

I know that I am not a visual artist, but I really like what happens when I bother to draw something a fourth time. These will be great hand-outs.