Further adventures in Dungeon World…

Further adventures in Dungeon World…

Further adventures in Dungeon World…

Aldara put the finishing touches on her ritual to suppress the mind-controlling altar and the group decided to crawl down the tunnel Gorm found rather than figuring out a way to explore the rest of the water. Thaddeus came out of the reverie that had occupied so much of his attention during the first part of their adventure and swore a sacred oath that he would neither sleep nor eat until he had found the missing guardsmen. Mab did a little scouting in wolverine form and had some fun scaring a horde of rats that had made their nest in part of the tunnel. He wasn’t able to do much about the smell, however, and the long crawl was extremely unpleasant for his larger companions.

While they were happy to stretch their legs, the foulness of the long tunnel was quickly outdone by the vile stench of the troglodytes who occupied the cavern the heroes stumbled into. Gorm managed to spot them before they could complete setting their ambush, but the vicious creatures dealt some fierce blows nonetheless. Thaddeus, protected by the Maker’s grace, shook off several blows from stone axes, but still suffered a few wounds from claws and teeth. Bolstered by Ramonde’s songs, Gorm and Thaddeus managed to kill three of the creatures and drove off the fourth. They decided they’d had enough of vile smells and chose not to give chase.

While the others recovered from the melee, Gesse did a bit of scouting and discovered that the cavern had four other exits. Three were obvious: a passage to the trog lair to the north and two medium tunnels to the east – one sloping up, the other down. The group was much more interested, however, in the hidden door Gesse found in the south wall. Gesse’s skullduggery proved useful again when he located a deadfall trap a short distance down the passage beyond the hidden door. Gorm misunderstood the term deadfall and charged enthusiastically into the trap. Fortunately he managed to absorb most of the damage with his head, so the long term impact wasn’t too bad.

Beyond the trapped hallway, the passage descended steeply to an underground lake. Mab flew up to do some scouting and, before he could return, three abominations burst from the dark water to attack the rest of the party. Massive humanoids with terrible claws and the heads of sharks, they threatened to overwhelm the heroes before they could establish their defences. Ramonde’s music again bolstered his companions, but it drove the shark-men into a frenzy for his blood. The distraction proved their undoing, however, as Gorm, Gesse and Thaddeus struck the beasts down as they pursued the bard all the way back to the deadfall. Several nasty wounds had been suffered but when Ramonde attempted to alleviate them with a healing song, the shrill horn notes caused the already weakened stonework around the deadfall to collapse further. The party found themselves divided: Gorm, Thaddeus and Ramonde on one side of the cave-in and Mab, Aldara and Gesse on the other.

Despite Gorm’s help, Thaddeus and Ramonde managed to move enough stones create a small passage and they were soon back at the lake. Gesse had found an invisible canoe and decided to paddle around a bit while he waited for his friends. Mab completed his scouting and reported back that a dozen or more of the shark-men were lurking upstream. Deciding discretion was the better part of valour, Gesse was hastily returning to the rest of the group when Gorm arrived at the shore. Gorm’s relieved call of greeting aroused the shark-men from their slumber and the heroes were forced to retreat back to the trog cavern. Fortunately, the shark-men were not able to stray far from the water, so the companions were able to avoid what would surely have been a disastrous conflict.

After waiting several hours for the shark-men to disperse, the group made their way back down the passage, triggering a massive cave-in behind them that blocked that route once and for all. Mab flew across the lake once again and dragged back another boat which the party used to cross the ominous body of water. The far side had a carefully worked stone dock and a set of stone stairs so perfectly formed the party concluded they must be of dwarven make. The room at the top of the stairs held multiple secrets, but Gesse made short work of them. He uncovered a poison gas trap (recovering a sample for future analysis), unlocked a secret door and solved a puzzle-key to lower a stone drawbridge. Before leaving the room he also gathered several chunks of stone from the magically lit ceiling to use as heatless torches.

Across the drawbridge, the heroes entered an abandoned but perfectly preserved dwarven town. Before they could begin exploring, the party was ambushed by a dark elf sniper. Poisoned crossbow bolts slammed home in both Gorm and Thaddeus before Gesse finally spotted their assailant and returned fire with poison bolts of his own. The sniper covered his retreat with a globe of inky darkness.

A more cautious advance proved no more effective as the wily dark elves used one nasty trick after another to torture and divide the party. The final blow came in the form of an ancient spell of betrayal reminiscent of the altar they encountered earlier. Ramonde was suddenly unable to recall ever having seen his companions before and he fled the stone settlement as fast as he could. Thaddeus, on the other hand, interpreted the spell as an invitation and he wandered off aimlessly as the rest of the group fought a desperate retreat.

Gesse caught up to Ramonde at the edge of the lake and managed to convince him to stay by appealing to the bard’s ego. Partially re-united, the heroes are left wondering what has become of the missing paladin…

On Reddit (http://www.reddit.com/r/DungeonWorld/comments/1mif55/how_did_you_start_your_campaign/), someone asked how…

On Reddit (http://www.reddit.com/r/DungeonWorld/comments/1mif55/how_did_you_start_your_campaign/), someone asked how…

On Reddit (http://www.reddit.com/r/DungeonWorld/comments/1mif55/how_did_you_start_your_campaign/), someone asked how we’ve started our campaigns, so I shared a favourite of mine.  (I used the same setup with slightly less fantastical elements for a game of Sixth World, too.)

“You’re in the middle of the street. There’s a carriage overturned nearby and two dead horses. Someone is bleeding to death nearby. It is very important that this person does not die. There are people around you, shooting arrows at you. It is obvious they want you to be dead, yourself. Only the ruined carriage is protecting you. It is on fire.”

Who is trying to kill you?

Who is the dying person?

Who paid you to keep them alive?

Where are you?

and, as always, what are you going to do?

Write up of running 3 consecutive games with my family this weekend!

Write up of running 3 consecutive games with my family this weekend!

Write up of running 3 consecutive games with my family this weekend! THIS is what they wanted to do instead of bachelor/ette parties and bridal showers!

http://www.mortaine.com/blog/2013/09/18/the-family-that-games-together/

Session two of my new campaign:

Session two of my new campaign:

Session two of my new campaign:

New Characters: 

Mab the Druid

Wild haired, wild eyed dirty halfling. Carries a spear. Raised by wolves. Always has wolf ears even when in halfling form.

Ramonde the Bard

Wild eyes, fiery red hair, tall and thin. Storyteller. Plays a magic horn.

Gorm the Glorious (Barbarian)

Loincloth ONLY. Long dark hair. Comes from the north. Huge sword.

As well as the three previously introduced heroes: Gesse the Thief, Aldara the Wizard, and Thaddeus the Paladin (aka Sir Not Present for This Session).

Spent a few weeks in Dunspur mostly living off Grand Mayor and Captain of the Guard Cornwallis. Accepted a job from him to investigate what happened to the guards who went missing after he sent them to check out an underground passage revealed by a collapse in his wine cellar during construction.

After a few minutes of travel, the passage opened to reveal an ancient stone bridge over a steep-sided ravine with a stream running through it. Mab took the shape of a wolf and his keen nose detected a lurker under the bridge. As they crept closer for a better look, a long rubbery arm shot out and grabbed Aldara’s staff, flinging it (and their best source of light) down into the crevasse. A chaotic melee ensued, with Gorm tumbling down the slope while attempting to grapple the beast (a choker) and dodge arrows and bolts from his friends at the same time. Bolstered by Ramonde’s warbling horn solo, Mab (as a polar bear) knocks the beast from Gorm’s back and the group inflicts enough nasty wounds to drive it off.

They had little time to recover, however, as the ruckus drew the attention of a cave yeti. This fight was intense but brief as Gorm took advantage of the beast’s initial fixation on Gesse to land several strong blows, eviscerating it messily with the last.

A search of the ravine bottom revealed a few coins, many bones and some scraps of a Dunspur guardsman’s armour (as well as Aldara’s staff).

They pushed on down the dark, narrow passageway for half an hour before encountering another stealthy foe – a roper. Against Ramonde’s advice (admittedly delivered a bit late) Gorm charged the beast as soon it was pointed out. The heroes made short work of their stationary foe, suffering only a few moderate wounds for their trouble.

Their next obstacle was a confounding maze of interwoven tunnels worked over the ages by the seasonal passage of water. Gesse’s keen eyes kept them out of the maze’s many pitfalls, but Gorm, fired up by the earlier bloodletting, insisted on chasing down every shadow just in case it might be something for him to slay. His antics cost them several hours but he did eventually find a minotaur to “play” with. Mab’s wolf nose once again pinpointed the danger before it appeared and the group made short work of what could have been a nasty monster. Unsurprisingly, Aldara kept immaculate notes on their path through the maze – they’ll be able to easily retrace their steps should they need to.

The maze ended in the largest space they had encountered so far – a cavern nearly 100 feet long, 50 wide and 20 high at its broadest. The passage of time had weathered the chamber severely, but there was a sense of design to the place. The most striking feature, however, was a perfectly preserved black stone altar. Merely drawing near to it was enough to rattle Mab and Gorm, but it was Gesse who most clearly heard its siren call. Overwhelmed with love for the beautiful object, Gesse grievously wounded Mab in an attempt to quench the altar’s thirst with his companion’s blood. Ramonde took a certain amount of pleasure in “subduing” Gesse by smashing his head into the altar, repeatedly (for his own safety of course). Ramonde then managed to summon and hold the perfect note with his horn so that the other heroes could break free of the altar’s enchantment.

While Aldara focused her attention on a more lasting solution to the altar, Gorm wandered off to explore the rest of the cavern. He immediately noticed that it terminated in a pool of water, which he decided to investigate. As he approached he was startled by three grotesquely bloated flesh golems who shambled out of the water. With Aldara locked in the depths of a ritual and the rest of the party injured and scattered about, Mab decided to ignore his own wounds and take care of these new antagonists himself. In the form of a raven, he flew to the highest point above the golems then quickly shifted into an orca, falling and crushing all three of them. The impact was devastating to Mab as well though, and it was only luck that kept him from death’s cold hands.

A quick song, a prayer and some bandages later, however, and the plucky halfling was back on his feet and into the water, where he did some exploring in the form of a squid. Not one for rational decisions, Mab deliberately drew the attention of the snakelike creature he encountered and he lead it back to his friends. There was a brief exchange of magic between Aldara and the lurker that left part of Aldara’s flesh withering, but her answering blast of searing light was enough to chase the creature off, for now…

Talking about the characters we came up with using the default rules in the very enjoyable and easy to play Dungeon…

Talking about the characters we came up with using the default rules in the very enjoyable and easy to play Dungeon…

Talking about the characters we came up with using the default rules in the very enjoyable and easy to play Dungeon World.

So last night’s session of DW was fantastic!

So last night’s session of DW was fantastic!

So last night’s session of DW was fantastic! Taking advice from Jeremy Friesen  and James R, I gave two of my players love letters describing their situations. The first one, the Drow Grave Knight, rolled a 4 on the roll, causing him to obey the blade’s commands. He runs off, using his spectral steed to outdistance the party. When they catch up to him, he is unconscious, lying in a field of blood. He appears to have cut down an entire battlefield of both Silver Flame paladins and Emerald Claw soldiers, as well as slaughtering a nearby village. I talk to Buzz, the player of the Grave Knight, and he asks if there’s any way out of this; he doesn’t want the sword anymore. So I tell him he can purify himself with the Undying Court’s help, but he’ll be a level 1 character. He agrees to it, and they transport his body to Shae Mordrai, the home of the Court. They agree to purify him (“Hey, another soldier for the Court, why not?”) and so Buzz rolls + nothing. A 7. So I tell him that he wakes up, feeling a great weight lifted from his shoulders (he’s free from his Lord of Undeath) and hand him the Paladin sheet. Xen’va, as his character is called now, can now apparently see people’s souls when he sees them, at least for now. As the rest of the party checks in on Xen’va, I have them describe their souls: the elf Ranger/Thuranni Assassin’s soul is almost all black, the kalashtar Psion’s is white with a ring of black (reflecting the Dream of the Age) and Rabon, the human Necromancer (who’s known Xen’va for hundreds of years, they’re both undead) says his soul is pure gray. I turn to Xen’va and say, “Yeah, his soul is pure black.”

“That’s what I see?”

“Yup.”

This actually caused some conflict, as at the end of session, Rabon wanted to resolve the Bond, “I will show Xen’va that my intentions are for the greater good” (they have this plan to become gods, it’s a long story). When he asked Xen’va if he agreed, he said no. The pitch-black soul thing bothered him.

Anyhow, the other player, playing Hawke, the shifter Fighter, showed up at this point and rolled to gather some forces for the impending conflict that was brewing. He failed, so he gathered up some leonine and ursine shifters who were tough but savage. The party met up with him, and after hearing that Emerald Claw terrorists blew up a Silver Flame temple and that the Silver Flame was on the warpath, they decided to head to where battle seemed most likely to brew.

I decided at this point to use the Military Engagements material that Adam Koebel  and Sage LaTorra  put out, and started writing down some sample troops for both sides, like Silver Pyromancers (they shoot arrows MADE OF FIRE from bows MADE OF FIRE!) and paladins for the Silver Flame, and death knights and necromancers in more or less bone mech suits for the Blood of Vol/Emerald Claw.

The battle was awesome! It was really cool having the PCs in the fray, all the while commanding the troops. They didn’t utilize the command part as much (perhaps because they had death knights in their face the entire time) but when they did, arrows of flame rained down and holy might swept across the battlefield. At one point the Necromancer (who’s well known for his eloquence) failed on his roll to command the troops. After seeing the roll, he replied, “I said the right thing, just not in the right language.”

“Yeah, and isn’t it funny that ‘Charge!’ in Ancient Giantish sounds just like Common for ‘Retreat’?”

Xen’va fought a commander who followed the Lord of Spectres, his former Lord of Undeath, so that was really cool.

All in all, it was probably one of the most fun sessions that I’ve ran, and I can’t wait for next week.

Yesterday we had our first game after a couple of months, it went pretty well.

Yesterday we had our first game after a couple of months, it went pretty well.

Yesterday we had our first game after a couple of months, it went pretty well.

I Gm’d following some ideas I had on how to play one-shot games (that I’d like to share sooner or later, maybe Kasper Brohus could be interested!).

I planned a three hours session, including characters creation. I sat at the table with absolutely no clue about what we were going to play. And it all went smooth.

Wierd note: it was me as a gm and three other players, and one of them played via hangout!