I got to run a great game of Dungeon World on the weekend with my regular players and a few extras.

I got to run a great game of Dungeon World on the weekend with my regular players and a few extras.

I got to run a great game of Dungeon World on the weekend with my regular players and a few extras.

The cast consisted of:

The Cap’n, a Pirate Captain from Inverse World,

Fabio, an Orcish Slayer from Grim World,

Norman, a magical pudding Golem from Inverse World and first mate of the Cap’n’s ship,

Makale, a Goblin Shaman from Grim World,

and Goraka, an Ogre Gladiatior from the Gladiatior third party playbook by Somethingawful’s GimpInBlack.

After writing bonds, I asked the captain why Airships were necessary in this world, and he responded with “The floor is lava.” I interpreted that to mean the world was a great ocean of lava with islands of rock and earth jutting far out of the burning ocean.

I told them they were in the middle of an attack between their ship and another and another round of questions revealed that their ship was attacking another, slow, lightly armed, and heavily laden with wealth and goods. The Cap’n tried to order his crew to attack the crew on the other vessel, but the enemy captain had come out on deck, and he was a giant brute, and the crew were terrified after the enemy brute had chopped off the amorphous pudding golem’s arm. The Gladiator calls out the Brute, and has to make a choice, he decides that the other enemies won’t interfere with the fight.

The group led the attack against the brute, and things went from bad to worse. The Shaman knocked a soldier from the other ship overboard, he plummeted to his firey death, and the lava began to shift and undulate as though something massive swam just beneath the surface.

Back on the transport vessel, the Slayer, the Gladiator, and the Pudding are battling the Brute Captain, trading blows and taking some big hits. Eventually,  the pudding blinds the brute by gumming up his eyes with pudding goop. The Gladiator took this opportunity to use the Brute’s own giant axe to behead him, sending the head, and the pudding clinging to it, over the edge of the ship.

The Gladiator has to make a hard choice, catch the head and his delicious friend, or stay on the deck of the ship. He choose the former, and we leave him with the head in his hand and his leg hooked in a railing dangling over the edge looking at the undulating lava below. With the Brute dead, the Cap’n’s crew finally agrees to board the enemy vessel and fight, so they all charge into a pitched battle.

Meanwhile the little shaman has leaped onto the back of the toppling Brute’s body and jammed a shrunken head onto the dead brute’s neck stump in order to capture it’s soul. This doesn’t go well, and instead of doing what the Shaman wants it will do what it wants, and starts fighting again. While this happens, the two dangling over the side see a gigantic lava serpent slowly emerge from the burning sea and wend it’s way upwards towards the two ships.

As the Shaman is messing about with powers best left alone, the Slayer helps his comrades back onto the deck, and the gladiator and pudding attack the brute simultaneously, the Ogre stabbing the brute, and the putting morphing into the hole and then exploding the body from inside.

With the brute destroyed, the enemies all surrender, but the Serpent is coming, the heavy cargo vessel is too slow to escape it, so they only have a short amount of time to grab what loot they can and get away. The Slayer decides to start chasing the surrendered enemies around the deck so he can slake his thirst and throw their bodies to the serpent. The Shaman consults the spirits, and discovers that the serpent doesn’t eat flesh – it eats wood!

The group scurries to grab what loot they can, and recruit the survivors to help them load some valuable upgrades for the ship in exchange for their lives. Just as they are ready to leave, the Slayer spots a map case in the doorway to the brute’s cabin, ties a rope to himself and gives it to the Gladiator, and makes a dash through the splintering cargo vessel for the case, they leave as the serpent finishes crushing the ship, all it’s wealth tumbling down and burning up into the lava….

I’ve been writing up session logs for my most recent campaign.  Figured some of y’all might enjoy them.

I’ve been writing up session logs for my most recent campaign.  Figured some of y’all might enjoy them.

 I’ve been writing up session logs for my most recent campaign.  Figured some of y’all might enjoy them. We certainly have been having fun.

https://drive.google.com/folderview?id=0B0lFq3ECDQDQdnI4VDlWOTVEUms&usp=sharing

I got Adventures on Dungeon Planet in the Bundle of Holding a few months back, and now some friends and I are…

I got Adventures on Dungeon Planet in the Bundle of Holding a few months back, and now some friends and I are…

I got Adventures on Dungeon Planet in the Bundle of Holding a few months back, and now some friends and I are setting up a message board for a play-by-post game. I’m super excited for it, but I was wondering if anyone had any links to Actual Play for AoDP specifically. Googling was unhelpful so I thought I’d check here. Not necessarily a PBP play report, but something I could show to some of the less roleplaying-literate folks in the group would be awesome. Thanks in advance! And thanks for making the book +Johnstone Metzger!!

I played the Wizard in a one-shot Sunday afternoon.

I played the Wizard in a one-shot Sunday afternoon.

I played the Wizard in a one-shot Sunday afternoon. It’s funny how you can look at a gear list so many times and still not quite realize what’s on it until you play it. Why would anyone ever choose leather armour when you can have three healing potions? I rolled lots of 7-9s in the battle and the GM kept saying “you can take half damage or…” I was like “hit me bro” every time and it didn’t faze me at all. I felt like I was fucking invincible.

Well, I wasn’t thrilled with how this adventure turned out, but I’ll give the rundown anyway.

Well, I wasn’t thrilled with how this adventure turned out, but I’ll give the rundown anyway.

Originally shared by Stephanie Bryant

Well, I wasn’t thrilled with how this adventure turned out, but I’ll give the rundown anyway. Between the last session and this one, I drew maps of Baron Tannenbaum’s keep– there were plenty of blank spaces, but they never really … Continue reading →

http://www.mortaine.com/blog/2014/01/26/krampus-adventure-part-ii/

Episode 5 is up, y’all!

Episode 5 is up, y’all!

Episode 5 is up, y’all! Check it out, comment on it. Let me know what you think. There’s creepy babies and dolls in  this episode, only slightly marred by a data corruption issue.

http://ubersnail.podbean.com/2014/01/26/episode-5-dungeon-design-basics-and-goblin-town-pt-5/#.UuWtCap_eaY.google_plusone_share

I’ve played before,but today was my first session running DW, and all of our first time with material from Grim…

I’ve played before,but today was my first session running DW, and all of our first time with material from Grim…

I’ve played before,but today was my first session running DW, and all of our first time with material from Grim World.

Our cast:

Tam, Female Halfling Thief known for her reckless behaviour. (Played by Jay, a DW newbie with AW experience).

Nuhluc, Male Human Necromancer (played by Bill, system newbie).

Dunbar, Male Human Battlemaster (played by Dylan, a DW vet).

We have one or two players on vacation, hoping for four or five players next session.

Nuhluc’s starting jar? The body of his son, who he is keeping safe until he has the knowledge to heal him. Dark, poignant, and very promising.

Starting Questions:

Tam has never been in a Guild, she treasures her independence. She recently returned an heirloom to the son of the Burgomaster of Manthar — it was attracting too much heat for her.

People react very poorly to Nuhluc’s black magic, although he swears he only uses it for good. Offered a significant purse to conduct a ritual recently, he refused as his abilities were not to be squandered for mere coin.

Dunbar did not join the war willingly, although he was honourably discharged. His ancient sword was once owned by the Dwarven King Grell, and glows in the presence of Orcs.

(Racial move from GW swaps in another class starting move, and makes one of your starting moves an advanced move).

Bonds:

Tam spent time in jail with Nuhluc.

Tam is doesn’t fear Nuhluc, he seeks to change that.

Dunbar leaves a trail (or banquet) of corpses for Nuhluc.

Dunbar doesn’t approve of Tam’s wild and impetuous ways.

Tam earned Dunbar’s respect on the battlefield.

Action!

Searching for the Monster of Arcasse, for which the Duke has offered a large purse of gold, in the slums, the floor gives way and the group tumble into the darkness…

…Nuhluc wakens first, and tries to get by without any light. He fails. Tam comes to, and they get a lantern lit (and we explain “Adventuring Gear”) . They find Dunbar, and rouse him.

Question: Who did not survive the fall? Their guide, Rix, a local thug who swears he saw the beast.

There is no return through the collapsed rubble above, and only one exit. Nuhluc tries to Discern Reality (fail). His lantern flickers and the wick grows dim — he forgot to refuel it before they left! Another adventuring gear use crossed off, as they grab a pint of lamp oil.

Nuhluc tries to Raise (well, Awaken) Rix — but fails. An encounter moves a room closer.

Tam slides through the narrow gap into darkness — Nuhluc gives her his ear (gross!) and she puts it in a pouch as she leaves. She sees two glowing eyes!  She throws a dagger (looted from Rix) (+1d8+2 damage 1d6 does 2 hits – one past the creature’s one point of armour) and calls for help.

The “mummy” is revealed (very weak undead) — as is the charnel house, stacked with bones and with niches filled with bodies in the wall.

Dunbar goes on Defense, and repels an attack while Nuhluc dithers about figuring how to command this corpse. Tam tumbles past the creature’s grasp (Defy danger, success). She stabs the walking corpse (Fail) and the blade is lodged, and wrenched out of her grasp.

Nuhluc raises a second corpse, and then sets it upon the walking dead. Old bones break under the pummelling assault while Dunbar weathers a scratch or two but continues to Defend.

Tam grabs her blade and wrenches it out of the back of the creature, severing the spine and killing it.

Each corpse has a small votive jar shaped like an amphora. Tam loots them all, each contains two coin. She’s frustrated, and would rather they robbed a merchant.

Nuhluc Spouts Lore. The catacombs are hundreds of years old, this is the way they used to inter corpses before the Empire was founded. He dismisses his undead servant.

They search a couple of the connecting chambers in the old catacombs before finding a locked bronze door, green with age.

Tam sees that the lock is trapped, and improper unlocking will trigger it. She sets about to pick the lock, as the men guarding her back see two more skeletal undead approaching.

Dunbar goes on the defensive again — and Nuhluc flees!

Dunbar dispatches one of the monsters with a single swing of Orcbiter, while Tam works the lock. She succeeds! But a pin darts deep into her palm! (3 damage).

Nuhluc retired to find a corpse, and raises another minion.  Dunbar batters the remaining monster with his shield before it could maul Tam, and Nuhluc’s minion hits it once before Dunbar slays it too.

Tam inspects the needle. There, dried by the passage of time, are flakes of old poison she suspects is deadly Nightbane — her carelessness could have cost her her life! Oh well! She swings the bronze door open!

Inside is a small chamber with marble panels, and a sarcophagus. Little attention is paid to the bas reliefs that fill the walls, Tam struggles vainly with the massive stone lid.

Dunbar notes that this will not work out well, and finds a crowbar in his pack. Together they shift the lid — and break the seal they never looked for — which then flies aside, shattering it and the marble reliefs as the mummy awakens!

The mummy attacks Dunbar, who meets it with his crowbar — they are both injured.

Nuhluc sends his undead minion into the fray, remaining clear, but it is hammered by a backhand blow (Fail) and sprawls against the near wall with a shattered leg.

Tam circles the sarcophagus, and while the mummy shakes Dunbar like a rag-doll she jumps on it’s back and sinks her blade into it. (She rolled maximum damage — and as this wasn’t a “real” mummy almost killed it).

Dunbar hammers the claw end of the crowbar into the mummy — and it hurls him against a wall — he feels ribs snap (STR debility).

Of course that was Dunbar’s plan all along! Maintaining his grip on the crowbar he rips it free as he is thrown — the extra damage is more than the creature can take! It collapses.

After bandaging wounds Tam stows the mummy’s regalia, which she is sure she can fence for 500 coin.

Exiting the catacombs into a maze of old sewers, buried buildings, and abandoned sub-basements the group try to get back on mission and find information or the location of the Monster.

Custom Move taken from This Very Website! (I can’t remember who posted it, though).

*Exploring the Maze*

When you explore the maze, choose one party member as the spotter, one as the rear guard and one as the cartographer (the same character can only have one job). If you don’t have enough party members or choose not to assign a job, treat that job as if it had rolled a 6. The spotter roll+DEX, the rear guard roll+WIS and the cartographer roll+INT. On a 10+, the spotter can find a way around any traps on your way. On a 10+ the rear guard will spot any trouble quick enough to let you get the drop on it. On a 10+, the cartographer marks an efficient path on their between the room the left and the new room the enter. On a 7-9, each role perform their job as expected; you do not blunder into any traps but you still have to deal with them, no one gets the drop on you but you don’t get the drop on them either , and you find a new room without getting lost. Retracing your steps When you seek your way back to a previously visited room, if you have an efficient path marked on your map you get there quickly, though you still have to deal with any traps left behind on that route. If you do not have an efficient path marked on your map, you still take +1 for each time you visited it when rolling for Exploring the Maze, though on a hit you will get back to the previously visited room instead of a new one.

They all succeed, but Nuhluc gets a 10+, so they find a bloody trail that leads them to a “nest” of ruined clothes that must belong to the Monster of Arcasse!

Tam uses Trap Sense — and finds an ivory quarrel with a tip covered in fresh blood among the torn and bloody rags.

Nuhloc Spouts Lore — ivory arrows and quarrels used to be a gift of the Temple of Lamar the Hunter, blessed beneath a full moon they are said to be able to kill any beast.

Dunbar Discerns Reality (Fail) and totally ignores the fresh blood and — no one is ready for the beast when it storms into it’s lair!

The creature attacks Tam, who is holding the ivory quarrel!  She tries to roll out of the way, but has a tough choice — escape safely and knock Nuhluc into the path of the beast, or suffer it’s attack! She chooses to not sacrifice her companion, and weathers it’s vicious assault ( b2d8).

Nuhluc sends his minion at the beast! It’s fists do no damage to the monster. Dunbar chooses to distract the beast from Tam, his armour and shield protect him from the worst of the beast’s rage.

That distraction allows Tam to use the quarrel like a dagger and plunge it into the back of the beast! The blessed quarrel does it’s job and the creature collapses. Then — slowly, it starts to lose mass! It’s red fur becomes long red hair, it’s muscles become the smooth skin of a maiden wounded twice, the quarrel still sticking out of her back. She is dead, and how will the group prove they slew the beast?

Nuhluc motions the others away, and with necromantic magic inters the red-haired woman into one of his canopic jars.

Exhausted and injured they repair to their inn, stalking through silent city streets. Hammering on the door until the inn-keep unbarred it, they trooped off to their beds, leaving mundane concerns until the morning.

The next day, cleaned and partially mended, they headed into town, fenced the treasures and went shopping. They noticed a lot of guards — like, all the guards — combing the streets and alleys.

Inquiring, they discovered that the Duke’s daughter was missing. You know the one — long curly red hair…

…the one sitting in Nuhluc’s canopic jar?

I hear the outer provinces are nice this time of year.

I ran The Indigo Galleon (http://www.dungeon-world.com/the-indigo-galleon/) with some friends (actually the 2nd…

I ran The Indigo Galleon (http://www.dungeon-world.com/the-indigo-galleon/) with some friends (actually the 2nd…

I ran The Indigo Galleon (http://www.dungeon-world.com/the-indigo-galleon/) with some friends (actually the 2nd group I’ve run it with), and they decided to patch up the ship and, after finishing the actual adventure, sail the ship* to the nearest port city for proper repairs. Which is super expensive, but given that the treasure galleon actually has quite a bit of treasure on it, they could afford.

So now they’re going to be pirates.

*The party’s Necromancer (Grim World playbook) ate the brains of all of the zombified crewmen and, gaining a fact from each [as per the Piece of Mind move], learned quite a bit about how to sail). 

http://www.dungeon-world.com/the-indigo-galleon

Hey everyone!

Hey everyone!

Hey everyone!

I am planning on starting a Dungeon world campaign and am looking for people to join, if you are interested have a look at the post I made on the Pen and Paper Gamers forum that can be found here:

http://www.penandpapergames.com/forums/showthread.php/28741-Dungeon-World-Holy-Paramethia

Looking forward to hear from you.

Cheers

Sgt Oddity Aka Max!

http://www.penandpapergames.com/forums/showthread.php/28741-Dungeon-World-Holy-Paramethia

Hello everyone !

Hello everyone !

Hello everyone !

So I’ve been using Dungeon world for approximately five sessions and I wanted to share a bit of my experience with you guys (along with taking criticism & co which could help me to improve). First and foremost, pardon me if they are any mistakes in this writing since English is not my native language :).

I wanted to play a fantasy RPG game with a group of player mixing players with 0 experience in tabletop RPG and players with quite some experience. Originally I picked Pathfinder to do that as it is a game I know very well and I have plenty of experience with. So my players played the first session in the Pathfinder system before I discover Dungeon World and then they changed to DW at the second session.

The player cast is :

Jean, a Bard level 2 (absent at session 5)

Bradok, a Ranger level 2

Sachael, a Thief level 2

Hazel, a Wizzard level 2

Nimue, a Druid level 3

When the session started, all the PC where finishing a battle against orc on a merchant ship that they were hired to protect. Last session has been ending on a hurry because it was so lated already, the battle wasn’t quite finished so I wanted to take the time to end it well. 

The majority of this session was orc fighting. The players were on the deck, outnumbered by orc, berserker, a chaman, and some goblins. As I’m not 100% confident with combat rules with DW I’ve decided for all of my players to roll a D6 in order to know what was the order of actions. I tried this method since when I wanted to go for the conversation flow, some players told me they didn’t feel they acted as much as they wanted to because I was sometimes focusing more on some other players action.

The D6 system didn’t work either :p. I read in this tavern that some DM did it ; but for me the player felt as if it was a round and then complained. I decided to use a map and some paper figurine to represent the PC and their opponent, and sometimes I would move the figurines of the monster a bit to show him precisely what kind of situation he was dealing with – without having some kind of respect for a precise movement stat for the orcs or anything. One of the player because of the initiative system felt that was unnatural since the orcs acted too fast and too randomly during their turn – he felt everything was being played as a turn as opposed as a conversation.

So I want to find a new system for combat, without that D6. I think I might try to reuse conversation to ensure every player is satisfied. 

The combat despite that went well, especially when a goblin took the rudder (is that the right world ? the thing that handles the ship direction) and did something totally stupid, making the ship hit an iceberg (it was the cold sea of the North).

I’m satisfied because I could handle the difficulty very well – I feel that the players felt difficulty – as they should fighting this many orcs. They had the occasion to do some heroic stuff, and I used a lot a feature I absolutely love in DW : the 7-9. I had plenty of occasion to offer the choice -> if you do that, you will expose yourself to… I think I managed to not overuse them, and it was a good feeling since it felt that combat was not at all just hack and slash | volley repeatedly.

One thing : the thief, a new player, wasn’t quite sure what to do expect trying to hide in order to sneak attack. She passed half the fight trying to run away from a berserker. Although this is totally logical and that makes sense fictionally, I would love to give her more choice for the next battle than just escape and hide or fight desperately. Any idea ?

One other thing : the druid and the ranger did well, fighting one until his death, the other until unconsciousness. They tried plenty of stuff, but in the end for them it was also a of “I try to attack him” and even when I asked them to describe to me “how” it often sounded like hack and slash – sometimes defy danger according to the situation. I think I should learn how to offer them more choices and to tell the combat in a manner that makes them think how they could handle it differently. Suggestions are welcome.

One last thing : I have a problem handling some of the Wizzard spells. Invisibility is giving me such a headache. I wanted to discuss with my player how it work fictionally for him, and I thought we agreed : Hazel can make herself or someone else invisible (but only one person at a current time). While that person is invisible, she/he stays so until she does something complex with reality. During the fight she wanted to bar the cabin door being invisible I assumed this would make her visible again but she didn’t think so. I’m not sure how to handle this spell.

The session pretty much ended when the fight was done : looting & stuff is always fun, and the players even gained a new level !

Now it is the time I speak a bit about the DW system :

I fracking love 7-9. I wish I had more ideas. My players like it too I think.

I love the some actions : perilous travel, parley, volley, spout lore, cast a spell being of my favorite

Some things are not settled in stone for me : how to handle the conversation in combat (I like giving my players equal spotlight)

I wish I could try to vary a bit my moves (for now I feel like I could handle more situations then now)

I like the druid as it is (I love shapeshifting as I was able to talk to my player about it prior the session) but I wish he could be either have more base damages or cast spells

Sometimes I wish they would be more options than giving +1 to a roll to reward my players when they have great positioning | thinking in combat. For now, I try to reward them in the fiction, but I don’t think it’s enough.

I almost never use the “ask player questions”. I tried it a bit, and my players feel stressed, so I dropped and improvised a lot on the fly.

I prepare much more my DW sessions than any other game sessions. I have no idea why. Sometimes I feel the game wasn’t designed because of that but that’s my way to go as a DM for years so whatever !

I’m cool with fronts and I use them, but for now they don’t give me as much as I hoped. Since after every session I spend some time trying to plan out the next one (inventing my world on the fly, which is quite perilous BTW) I feel like I’m not making my grim portents come into action – after all, my players needs to be able to stop them before they happen, else what’s the point ? But their in game agenda is SO busy at the moment :(.

However because of the front I’m preparing really differently from my other games. I don’t prepare any scenes – just some combat encounters – as I used to do. Instead, before each session, I ask myself the following questions : who is involved in the PC current situation ; where are the PC and what are the forces here ; how do my adventure’s front dangers react to the PC’s actions.

I would love to playtest the war supplement !!

I think that’s it. It’s you read that to the end, kudos, and sorry for the long wall of text. I’ld love to hear any feedbacks and comments, they would be greatly appreciated.

See you next time !

Alex “Honor”

TL,DR : Dungeon World is a Great Game !