I told my players they could mark XP if they wrote up each session from their characters perspective :)

I told my players they could mark XP if they wrote up each session from their characters perspective 🙂

I told my players they could mark XP if they wrote up each session from their characters perspective 🙂

The Priest’s Tale part 2

In morning, the adventurers gathered in the church to discuss the details of the party. Realising that it would be wise to take a guide, Sinathel introduced a local ranger who was keen to make a coin or two. Baking several loaves of bread to an old recipe taught him by the ascetics of Worley, the priest carefully prepared provisions for the party, wrapping the fish that the strange blue-haired elf women brought back from the ocean. The elf-woman stared at the holy man with a look of uncertainty, hesitancy even, as though something was troubling her.

As morning turned into mid-day, the reformed rogue, honest Jack, pushed the door to the chapel open, wincing slightly. “Are we… err… going to get out of here any time soon?” he inquired.

Heading out across the dune ridge and keeping the stinking swamp to their left, the intrepid group made their way towards the distant hills, hopefully following the footsteps of Father Michael. As the edge of the large, watery red sun touched the horizon, the ranger, who was taking the high ground a few hundred yards away from the main party, whistled a note of warning. Against the setting sun, the outline of a dozen or so crocodile-beaked creatures could be seen moving out of the swamp and towards the party. The spear-wielding swamp dwellers stood off on the far side of a small tributary and it was clear that they meant to attack. Their leader, a slightly taller creature whose appearance was even more foul and ugly than his companions if such a thing were possible, signalled to the rest in a series of barks and arm movements. A group of three split off along the left flank, and another headed right towards Honest Jack, who had let out a cry revealing his attempt to out-flank the swamp kobolds.

The priest stepped forward and raised his hand. Intoning a plea to Allus to reveal “his” might to the savage animals, he swept the air in front of him with his bouquet of thorns and a rain of blue, thorn shaped flashes streaked down from the sky onto the disgusting chief. A cry of surprise and pain was cut short by the savage energy that the cleric’s spell had released, but the explosion of the crocodile skinned beast only served to enrage the others, who charged at the priest. Jack raised his bow and loosed a volley of arrows which struck down another of the creatures heading towards him. As the kobolds reached the priest, the cavalier and dapper “The Hawke” drew his sabre and cut at the beasts. A roar drew their attention as a blue-maned bear materialised behind them and tore into the horrid animals.  A volley of arrows on the right flank signalled that the ranger had joined the affray, slaying another attacker, but at the cost of drawing attention to himself.

The priest stepped forwards, towards Jack, swinging his holy mace of thorns and reciting verses from the Book of Painful Restitution. Bringing the heavy weapon down onto the kobolds head, the beast’s skull crumbled under the onslaught, but not before the foul creature had managed to jab a spear into the cleric’s shoulder. With a cry of thanks to Allus, Father Mullah saw Jack catch the throat of the last kobold in that group with a jagged-edged knife. Young Jack ran towards the still smoking remains of the kobold captain and started rifling the beast’s body whilst the priest lectured him on the dangers of allowing himself to succumb to the urges of greed.

Meanwhile, the rest of the party, in a flurry of bear claws, arrows, swordsmanship and naked steel dispatched the fleeing animals, but at a cost. Wounded heavily, the elf-woman refused any aid and instead grabbed the crocodile-faced beast, tore a limb off to eat whilst she dragged the remains behind her. The foolish Jack attempted to skin one of the beasts, but the foul smell made him wretch and give up. Quickly moving to the shelter of a small copse of trees in the foothills some two miles south of the battlefield, the priest sanctified the ground with prayers and spices whilst the others cleaned their weapons, made a fire and broke bread.

Intoning a plea to Allus to bring to close the lesson, the cleric bound the wounds of Sinathel using an impregnated bandage. The edges of the wounds left by the kobold spears knitted together in front of the elf’s almond shaped eyes, leaving her slightly amazed. Looking at the holy man with somewhat more respect than earlier (though still not very much), she invited him to move to a more private location where they might talk. As they moved off, Jack shadowed them, unseen by his targets, but watched carefully by the rest. Out of earshot of the others, Sinathel delivered her sinister warning. A dark and evil shadow was following the priest from over the water. The spirits of the land, air and sea had warned the elf of this. The priest clearly misunderstood the severity of the warning, believing himself protected by his deity, but he thanked the elf anyway and attempted to persuade her to listen to some tales of Allus and his disciples. She cut the conversation short, secure in the knowledge that she had at least delivered the warning.

On returning to the camp, the priest rested a while, communing with his deity, before laying healing hands on the others as the daylight gave way to the stars.

I told my players they could mark XP if they wrote up each session from their characters perspective :)

I told my players they could mark XP if they wrote up each session from their characters perspective 🙂

I told my players they could mark XP if they wrote up each session from their characters perspective 🙂

The Priest’s Tale part 1

Some two months or so after landing at New Town in the New World, the three humans, Jack, Father Mullah and “The Hawke”, who had formed a loose bond on the trip southwards, found themselves in The Full Flagon – an inn come hostel built by ex-pats and decked out inside as a reminder of the land they left behind, an oasis of nostalgia amongst unfamiliar environs. Like most of the buildings in New Town it was built from reedwood, the stalks of the bullrushes which stood as much as five times the height of a man above the salt-water swamps which formed the eastern edge of the settlement. Father Mullah arrived shortly after evenswail in order to procure another bottle of wine for communion; strange how a congregation of only four managed to empty a whole clavelin of wine in a single service.

Hailing his kinsmen, the cleric noted they were teasing one of the more peculiar looking natives he had seen arrive in the town a few days earlier, a scrawny looking female elf-type with wild blue hair and a voice like waves crashing against a pebble beach. The elf’s slurring words floated, like her stench of seaweed, above the background hubbub of the bar and it was apparent she was upset about having lost a shark’s tooth necklace which was apparently a sacred badge of rank amongst their tribe. The mystery of the missing communion wine seemed solved when the priest saw the form of the elf-woman dissolve and reform as a shark which flopped around on the floor of the bar for a few moments. It was apparent that the good father was going to have to pay more for the wine in future to be sure it was free of whatever contaminant was causing such delusions! Either that, or this was a land of shape-shifting demon savages, definitely in need civilisation by the word of Allus. What other surprises did this strange, new world hold?

Jack, the young locksmith and handyman who had so kindly assisted with repairing the locks on the reedwood chapel and who would regularly help out the church with small errands and large donations, was plying the female with liquor, a practise the father frowned upon. Jack slipped clumsily from his stool and stumbled against the tall, red-haired stranger (Bernard the Red) who had just collected a drink from the bar. In the ensuing confusion of spilled drinks and broken tables, Bernard the Red’s purse fell to the floor and an accusation of cut-purse was levelled at the priest’s friend.

Despite the efforts of the trustworthy and charismatic “The Hawke” to diffuse the tension, the situation descended into a typical frontier town bar-room brawl, which was only brought to an end by the barkeep’s (Frank) shout of despair when a kilderkin of fine ale, freshly racked at the end of the bar and nearly full (he said), was brought crashing to the ground by the drunken brawlers. Holding aloft his wrought crown of thorns, the father intoned a plea to Allus for peace amongst brethren, for did not Allus forgive the blacksmith who tossed him into the briar patch of Klatch, causing His leg to be severed? With a promise to pay the barkeep the 50 coin cost of the spilled ale by the end of the week, and the replacement of Bernard The Red’s drink, the conversation turned to local superstition and the story of how Father Michael had set off on the trail of a band of opportunist adventurers who had discovered a hidden trove of coin and other valuables, reputedly hidden ages past by a long dead band of pirates who stole a shipment of bulk coin destined as pay for the armies of the emperor during not the last war, or the one before that, but the one prior to the one before that. Father Mullah’s attempt to enlist the assistance of the blue-haired elf in translating the symbols on the map scrawled in Father Michael’s diary was met with scorn, derision and a soggy diary, yet the band of misfits agreed that it was worth tracking down their kinsmen who had set off into the wilderness, and so they were to meet again the following afternoon outside the general store and provisioners, equipped for a trek south. 

Jack slipped quietly away to check on his uncle Rodriguez, not his real uncle of course, but Jack was a caretaker by both trade and heart. Rodriguez was still recovering from having both legs broken in an unfortunate accident involving the local militia, a cartload of grain and a case of mistaken identity.

Walking back to the chapel in silent prayer and contemplation, Father Mullah stood for a moment at the edge of the ramshackle town stroking his prodigious beard thoughtfully, listening to the creaking song of the dune-crickets and looking out towards the distant line of trees silhouetted against the star-strewn tapestry of the southern sky. The light from the tiki-torches standing along the town’s rough and ready stockade reached less than sixty feet into the gloom, sending the criss-cross shadows of  sharpened reedwood stakes dancing to the tops of the grass-covered dunes. He wondered what lay ahead for them in that unknown and uncharted land. Their future was surely in the hands of Allus, he was certain of this, but Allus moves in mysterious ways… The bleating of the hungry goats must have drawn him back to the moment as he resumed his meandering in the vague direction of the chapel. In the flickering light of the torches along what passed for a main street in the town, he saw young Jack returning to the bar/hostel, where the cavalier “The Hawke” was probably right now busy vouchsafing the honour of the inebriated, fish-scented Sinathel to whom he had sworn an oath and promptly taken back to his room for ‘safekeeping’.

After tending to the goats and chickens in the chapel yard, collecting a few eggs for the morning breaking of the fast, the Father returned to the chapel intent on getting a good night’s prayer and suffrage in. The most devout amongst the followers of Allus had a curious practise of inserting pin-sharp metal thorns into the skin of the arms, hands and thighs whilst intoning their Lord in return for guidance, protection and the power to do the good works that Allus laid out for them in the Holy Pamphlet of Semita; Father Mullah was no exception to this. With a sad sigh and a shake of his head, the good father noted that the silver candlesticks entwined with golden thornberry vines that had brought with him from the Old World were missing from the altar.

“Allus! Bring wisdom to those who would be misguided enough to steal from you and save them from themselves. Show pity upon them at the time of the rain of thorns. Aye may it be.”

Lighting the last of his cinnamon and thornberry scented votives, the priest removed his cloak revealing the one legged trouser of the devout. He withdrew from one of the robe’s inner pockets a small thornwood prayerbox, a legacy left to him by his grandfather, and settled down on the low bier in the middle of his quarters. Removing the silver embroidered, blood-soaked prayer rag, and taking the wooden-handled penance thorn from its slot in the lid of the box, the first of a series, he began a low, droning chant which seemed to start from somewhere below the very basement of the soul and which drifted, echoing, away into the long, dark night.

I told my players they could mark XP if they wrote up each session from their characters perspective :)

I told my players they could mark XP if they wrote up each session from their characters perspective 🙂

I told my players they could mark XP if they wrote up each session from their characters perspective 🙂

The Druids Tale part 1

A shadow passed across the waters of the bay.  Sinathel felt the darkness pass above her, and she shuddered. A powerful flick of her tail drove her to the surface. When her dorsal fin broke the waves, she surged upwards, a shark leaping from the water, then suddenly shifted form – a seagull, flying high into the clear blue sky. Sinathel looked down, with black marble eyes.  Another great boat from the north… she thought. More humans, come to seek their fortune. But this time it brought something else… something wrong, something dark and dangerous, she could feel it.  

Sinathel banked to her right, sliding across the sky, dropping back down to glide unnoticed beside the great boat.  A man stood at the bows looking out towards the land, her land.  He stared forward towards the coast; his long beard tugged by the wind, flowing robes whipping around his thin body.  Sinathel watched the man, and a feeling of dread and foreboding slowly crept over her.  It was not the man himself that she feared, but something that followed him.  With a keening cry, the gull shifted in the wind and soared high again, turning and gliding back towards the Great Forest which lined the coast to the west of the bay.

—————-

The light of the full moon bathed the Heart of the Forest in silver – the ancient earthworks and standing stones, born in the dawn of time were lit by an ethereal glow.  All around, the peaceful darkness of the forest surrounded the site; the trees whispering quietly in the gentle breeze. Sinathel walked silently, slowly to the centre of the stone circle.  Seated on the ground at the very centre of the innermost ring was The Ancient – an old careworn elf, antlers protruding from his long grey hair. He looked up and spoke as the younger elf approached. 

“Sinathel, Shark’s Sister, Ocean-born, what troubles you child?”

Sinathel stopped and was silent for some time.  “Something bad is coming – the spirits revealed it to me. I felt it pass over the seas and enter the human’s settlement. It follows a man in robes.”

The Ancient pondered this for some time.  “Yes.  You are correct. I too have felt a change. Something dark, something unnatural.”  Picking up a twisted oaken staff, The Ancient pulled himself wearily to his feet. “Sinathel – you must go amongst the humans, and find out what this shadow is.  Find this man in robes, seek out this darkness that we may understand it.”

“Understand it and destroy it.” Sinathel nodded grimly. “These humans know nothing of our lands, they bring only trouble and woe.”

The Ancient smiled sadly and shook his head. “Sinathel, you are always too hasty, too willing to destroy. Life is balance, you need to understand this.”

The Ancient thought for a moment, then bowed his head and took a leather thong hung with three giant shark’s teeth from his neck. “Take this… when you are lost it will guide you. When you need wisdom, it will provide it. Go amongst the humans, find this robed man and seek out the Shadow…”

—————-

How the fuck did it come to this..?  Sinathel opened her eyes.  It was painfully bright, and only made her head pound more, so she closed them again.  What happened last night??

She was curled up in a metal tub in a human dwelling.  Her head was pounding, she felt sick and her mouth tasted of badger fur.  Sinathel groaned and concentrated on not throwing up.  There was the sound of movement in the room, Sinathel opened her eyes a crack and peered out over the edge of the tub.  The human swordsman known as The Hawke from the night before emerged from the next door room…  

“Fetch the village wise-woman” croaked Sinathel  “I have the burning fever…”  

The Hawke laughed.  “You have no fever, Elf.  Only the payback for an evening well spent!  Come! All the cure you require awaits us downstairs at the tavern breakfast table… You’ll need some good solid food after last night!”

Last night…  Sinathel had entered the town, and begun to search for the bearded, robed man.  She’d found herself in the tavern, talking to a young human male named Jack.  He’d offered her a glass of water – well it looked like water anyway, it tasted like fire – and things had become hazy after that.

She remembered an argument, some kind of disagreement over drinks with a red haired human. She remembered smashing the tavern table with the awesome might of her shark-form.  Sinathel smiled briefly before grimacing as her stomach turned over again.  She remembered telling them the tales of Father Michael, the human priest who had wandered into the South in search of gold.  She remembered Father Michael’s replacement – Father Mullah – the robed and bearded man!  Sinathel sat up suddenly in the metal tub, and immediately clutched her head and moaned as a flash of pain hit her between the eyes.  Whatever had caused her sickness this morning, at least she’d found Father Mullah.  She climbed out of the tub and stood up.  Then she span round rapidly, knelt down and vomited into the tub.  

Slowly the sickness subsided.  Sinathel pulled her hair back from her face, and froze… something was missing.

The shark’s tooth necklace was gone….  Sinathel growled like a wolf, and slowly made her way downstairs.

I’ve run the 2nd and 3rd sessions of my campaign these last two nights, and there have been some amazing highlights.

I’ve run the 2nd and 3rd sessions of my campaign these last two nights, and there have been some amazing highlights.

I’ve run the 2nd and 3rd sessions of my campaign these last two nights, and there have been some amazing highlights.

A player who was initially leery of improvisation-based games made a bard, and has been actually recording their adventures, notably the barbarian’s victories, failures, and hijinx in rhyme. He’s got quite a few stanzas, loves his bard, and loves jumping in to say cool and useful things about the fiction.

The Druid, in an attempt to win the favour of a bear, took the form of an owl and knocked a bee hive out of a tree. He rolled a 6, and the swarm chased him through the forest howling “Murderer! Destroyer! Invader!” He finally lost them when he changed into a fish and hid in the river.

Tonight, Dungeon World took on the old AD&D module C2: The Ghost Tower of Inverness.

Tonight, Dungeon World took on the old AD&D module C2: The Ghost Tower of Inverness.

Tonight, Dungeon World took on the old AD&D module C2: The Ghost Tower of Inverness. It was a smashing success— and the fastest character creation/ group integration I’ve ever experienced. Even though we didn’t finish the adventure, we had a great time with a lot of memorable moments and laughs, while still having moments of terror and even a PC death. 

It was just a bit ago that I popped on to discuss one of the lovely things about DW – my party’s evil cleric and how…

It was just a bit ago that I popped on to discuss one of the lovely things about DW – my party’s evil cleric and how…

It was just a bit ago that I popped on to discuss one of the lovely things about DW – my party’s evil cleric and how easy it was to introduce the Evil into the party without flattening the entire story (a thing that’s always been a problem before).  I asked the community questions, took a lot of notes – and we’re approaching session three.

I thought, given how much the community helped out with this campaign, I’d come back with my Fronts and show you what your input helped create, and offer a little of the process it took for me to get there.

For you new-to-DW folks?  My process may not be yours – just be advised that your experiences may differ.

Let me start by saying that I went into the first session with only two things I knew were true:  

1) The player characters were going to start in the middle of what (will prove) to be the great climactic battle of good vs. evil… and it was unlikely Good was on the winning side.

and

2) The world revolved around a set of artifacts that, unknown to the players (and to most of the world at large), were instrumental in dictating the political and military situation of the world around them.

By the time this session was over?  My players had created a world revolving around Dragons.  The Wizard spoke with some authority about the Green Lady and the Black Lord, the two metaphorical dragons that represented the balance of existence, and the Red Dragon, the outsider always seeking to disrupt the Lord and Lady’s dance.  The Cleric (of Conquest and Suffering, no less!) had laid out a pantheon of gods that, while not truly specific, nonetheless gave us the start of our creation myth.

My thief laid out an order of assassins, devoted to stopping magic-abusers, and my bard laid out the tyranny of the Evil Kingdom, strongly hinting that the Tyrant Lord was controlled by another, more sinister force – that his ambition was not his own.

This led me to my Campaign front:

The Campaign Front:  The Last Gate

The world has long been created, and the Age of Heroes is long past.  Gone are the great monsters; the Dragons were hunted to extinction when their ancient empire was broken, the Gates that the Giants and Titans used to ravage the world were all closed.  The wall between realities has grown solid and civilized.

In truth, however, one Gate remains – one last threshold that keeps the world from being wholly inviolate.  The Gods would destroy it.  The primal forces would crack it wide open.  Some few powers would use it to their own ends – but the time of the Last Gate has come.

Dangers:

* The Grey – 

The Saadi – the ancient enemies of existence, seeking only to unmake all, and their cults as led by the Herald, the last Saadi remaining on this earth… if they open the gate, the hordes of unmaking will swarm, and all that has been made will be lost.  (Destruction)

* The Artifacts of the Dragon Empire – 

Venerated by the Dragoncults, the last remnants of the last dragons of this plane captured and preserved in artifacts that now stir, sensing the nearness of the Last Gate and hoping to restore the Empire (returning Dragons to this plane) with its power.  (Usurpation)

*  The Tyrant Lord of Order – 

Avatar of the Mad God, a tyrant who seeks to bring all of existence under heel.  The Tyrant seeks the Gate to close it for all time, ridding the world of all outside influences save for that of his God, bringing into being a world perfected by law and the will strong enough to lead it.  (Tyranny)

(In this case, each Danger is a group/mover who wants to activate the Gate for their own ends.  Each Adventure Front is a battlefield that these three prime movers are attempting to manipulate for their own ends.)

Grim Portents:

* The way to the Last Gate is found.

* The Last Free Kingdom is placed under siege.

* The power of the Gods wanes.

* The Guardians of the Gate are lost.

* The Gatewar comes into the open.

* A power ascends

* The Gate is opened.

(Notable individuals and NPCs started falling out in the adventure fronts – I am not detailing them here.)

(This front currently has no moves.  This may change, as I grow more comfortable with writing them, and as it becomes obvious what moves will be needed.  I suspect when you come in contact with a draconic artefact and when you are infected by the Saadi will both be there, as will  _when you sacrifice someone in a Grey Ritual_.)

Adventure fronts to follow!

Session 2 of my lunchtime game with co-workers

Session 2 of my lunchtime game with co-workers

Session 2 of my lunchtime game with co-workers

When last we saw our heroes, they were engaging a pair of Colin guards at the mouth of a cave. The paladin shrugged off a crossbow bolt from the bard’s errant maneuver and dispatched the second of the 2 guards just in time for 4 goblin reinforcements to arrive on the scene. The druid held the line as the paladin sliced one of them to shreds. The goblins broke and ran.

The thief managed to find a few copper pieces on the guards and decided to booby-trap the entrance as a contingency. He managed to poison himself in the process.

The druid changed into the form of a bear, thinking to fool any goblins that he might come upon as he took point.

It didn’t take long for the bard to figure out that the tunnel was perfectly cylindrical, a tell-tale sign of the entrance to a dwarves vault. As my players discussed the questions this raised, our heroes came upon a three-way fork. They opted for left…

To be continued…

One of the issues I’ve always had with most game systems is that one player that absolutely insists on being ‘oogie’.

One of the issues I’ve always had with most game systems is that one player that absolutely insists on being ‘oogie’.

One of the issues I’ve always had with most game systems is that one player that absolutely insists on being ‘oogie’.  You know the one:  “Oh, c’mon, why CAN’T I play the evil-necromancer-who-eats-the-souls-of-children?  Really, I can get along!”

This sort of problem player – in most other games – is a real problem; even if you let ’em put together a non-oogie character, they generally still look for every opportunity to act out their impulse toward mayhem and viciousness.  These are the people that, in the somewhat-famous words of Sapphire, from The Gamers: Dorkness Rising “[aren’t] evil, they’re chaotic neutral!” and have fun blowing up peasants that annoy ’em.

My new DungeonWorld campaign kicked off yesterday, and I must admit a certain set of misgivings when I started without training wheels:  I sat my players down at the table and gave them only three expectations:

– There could (of course) be only ONE of a given class.

– They have to, when they’re finished, have a coherent group – it doesn’t have to be a group of happy, lovey-dovey, considerate model citizens, but it does have to be a group that can and will adventure together in a way that will allow them to turn their backs on each other.

– They must make at least one non-mutual bond.

The very first question I get asked?  “Do I have to be ‘good’?”

Oh, you folks don’t know the temptation that welled up in me to say ‘yes’.  But, walking into this, I’d decided early on that this game would be one without ‘training wheels’; I’ve got a good group of (mostly) mature players, a brand-new, very free-form system, and I’ve had good luck in my one-offs before.  

Taking a deep breath, I said ‘no, but you do have to go with the alignment selections you’re offered’.

What followed was one of the best ‘first game’ sessions I’ve ever run.  I could wax rhapsodic about the flow of combat, or how fast my players picked up on just how much latitude they really had.  I could list you the questions I used at chargen – (My personal favorites? “You have a ‘blankie’, or other child’s toy or security object.  Is it yours?  What is its story?”  and “One of you has a pet – not an animal companion like the ranger – but a pet that you love and knows a few simple tricks that stop just shy of ‘fetch’. (Play dead, roll over, shake?  Acceptable. 🙂 )  What kind of pet is it, what’s it’s name, and how did you end up with it in the middle of a battlefield?”)

Instead?  I’m going to tell you only one thing:   I have an evil cleric of the God of Suffering in my party, who was not only not the usual disruptive influence such a cleric usually is, but who brought conflict, fun, and more than a few great moments to the gaming group without once compromising her character.

Dungeon World gave a character with selfish motivations room to breathe – and the bonds ensured that the character could be part of this adventuring group without requiring the usual hawkish caution on the part of the GM.  When her sudden, yet inevetable betrayal comes?  We’re even ready to handle it – and the group is already throwing out ideas about how cool it could be.

What can I say?  This hasn’t happened in any other system I’ve ever played or GM’d – and it’s a refreshing, remarkable thing to see.  

And I’m resharing this WALL OF TEXT because maybe the Dungeon World community is also interested?

And I’m resharing this WALL OF TEXT because maybe the Dungeon World community is also interested?

And I’m resharing this WALL OF TEXT because maybe the Dungeon World community is also interested?

Originally shared by Dylan Boates

Does anyone want to help me brainstorm ideas for my Dungeon World game? If you don’t want to help, you may still want to read this post, because I’m going to spend most of it talking about all the cool stuff that’s going on in my game. Maybe you’ll get something out of that.

I’m pretty terrible at prepping stuff and making fronts, so I could use some inspiration and encouragement. I’ve been coasting by on my improvising skills (luckily my players and I have been having a lot of fun with what I’ve been improvising) but that’s no reason not to try to do better.

A bit of background: (If you’ve read the Malazan Book of the Fallen series, you’ll recognize a lot of material I stole here…)

I started out with the Indego Galleon mini adventure, then we used a bit of stuff from Within the Devil’s Reach, so our major plot threads are “Imperials” who have turned out to be an invading force from overseas who the PCs HATE and are slowly laying siege to the “Free Cities”, a set of independant city states that are the major powers in the area. Only two of the “Free Cities” remain free, and one of those just barely. (Thanks to the players being insane. I’ll get to that later.) We’ve also got a Worm God that’s awakening and doing something mysterious with cults and zombies, and may be starting some sort of war between the gods. It’s really hard to tell, but they’re carrying around the son of the God of Fire and The Sky (well, his soul) and he insists that his ancient foe is rising again. (He seems to be right too.)

The group consists of:

Greta, a Dwarf Fighter who used to be some sort of noble and/or general before she was framed and exiled by an evil cult. (She suspects it’s a cult of the Worm God.)

Hycorax, a Druid who’s becoming more and more powerful and less and less human (or Elf, as the case may be).

and Jonah, a half-elf ranger who agreed to help guide these people and now thinks he may be in way over his head. Still, they’re fighting the Imperials, and he thinks that’s a good thing.

So, they killed some Imperials who were being arrogant and oppressive in Codcliffe, then again just outside Devils Reach (Despite the fact that the Imperials were trapped, and arguably innocent. The dryads were pissed that they had cut down some trees, so Hycorax agreed that they had to die… Brutal!)

Then in Devil’s Reach they followed one of the villagers they had rescued from Codcliffe (there were more Imperials on the way, so they thought it was unwise to let the villagers who had helped them stick around to be punished) who got all hypnotized and wandered off. Turns out he was being drawn into the “Silent Tomb” by a powerful spirit that resided there.

They went all ADVENTURER and raided the tomb, looted some stuff and finally confronted the Four Winds (powerful elemental spirits) who guarded the final chamber.

Hycorax was having none of that and told them to fuck off. They did. Quite dramatically. (Hycorax can command the four elements apparently.) Then they looted the tomb and discovered Aleric’s phylactery (the aforementioned demi-god and Priest King of the Sky People) and his legendary spear. (The Carcosan Spire, from the DW book.) Hycorax claimed both of them, and is now semi-possessed by a demi-god (demi-possessed?) and can feel the spear’s hatred for unnatural beings.

Then they investigated some Gnoll cults worshiping Venith, the Godess of Shadows, and found that they were also involved in making some sort of freaky worm zombies. They kicked the Gnolls out of the ruined Temple of Brol and discovered that the temple was the last resting place of Argo-Than, the Holy Avenger. (Another magic weapon from the DW book.)

Since Argo-Than is nothing more than a heavy and awkward sword in anything other than the hands of a Paladin, they decided to head to Pale to find a Paladin.

Pale is one of the last two Free Cities, and it is under siege. They figured that the famous sword could help rally the defenders and give them a chance of resisting the Imperial invasion. They were probably right, but their attempt to sneak into the city was probably what REALLY changed the situation.

They decided that the best place to sneak through was where the Imperial Mage Cadre was preparing to assault the city, but was opposed by Anomander Rake, the favourite son of Mother Dark. (He’s basically the Prince of Darkness.) The Imperial army was giving them a wide berth.

They basically thought, “Hey! Let’s just wait until they start casting their spell, then Hycorax will distract them with a little earthquake and we’ll charge in and kill the lot of them!”

The Imperial High Mages were trying to summon a bunch of fire demons, and the distraction caused the spell to also summon a giant cloud of ash that blanketed most of the city.

They charged, stabbed some wizards, Greta killed a demon, and then they escaped into the city while the Prince of Darkness killed a lot of people in the confusion then left.

They rallied the defenders, found a Paladin (the leader of a mercenary company devoted to the Twin Wolves of War) and Greta and Jonah led a few raids on the Imperial supply camps as the Imperial army tried to regroup. 

Then Hycorax turned into a fire elemental and burned down some Imperial camps while they were sleeping…

After that, they set out to the nearby camp of the Free Cities Coalition Forces, to try to get them to march on Pale and free the city once and for all!

On the way, they discovered that the great danger that Hycorax had seen following Greta was none other than one of the infamous Hounds of Shadow. An ancient beast in the service of Venith. (Although, technically they predate her ascension to deityhood.) It was big and terrifying (it came out a little bit tougher than the “Apocalypse Dragon” in the DW book actually. That’s what you get when you make a Solitary, Large, Magical, Stealthy, Divine, Intelligent, Planar, Ancient monster.) and actually KILLED Gretta before they were able to drive it off.

However, she got an 8 on her Last Breath roll and got to come back! Now she’s a vampire… (We changed her race from Dwarf to “Hungry Dead” from the “Number Appearing” supplement.) Life has become REALLY interesting, since she has to kill sentient creatures and drink their blood, (long distance travel is especially brutal…) but she’s still holding on to her Good alignment. For now.

Anyway, they made it to the camp, had a council of war, didn’t really do much. They did meet a creepy guy who gave Greta some Imperial prisoners of war to eat though. (He was sympathetic, since he’s also cursed with immortality, but no one really realized that yet.) Then they decided to head south, since that’s where Aleric says the Worm God is rising. Also, the Dwarven cities are down there, and we all know it’s going to be fun when Gretta comes home!

Finally, last session they arrived in Darujhistan. The only Free City to not have felt the Imperial presence, and the last major city before we enter Dwarven territory  It’s ruled by a council of High Priests (The gods of War, Death, Shadows, Earth, Darkness, Light/Sky/Fire, Luck and Dreams/Prophecy) and contains a cult of assassins (mostly undefined so far).

They started poking around the refugee camp that’s outside Darujhistan’s walls, looking for signs of the Worm. The did discover that there are a lot of refugees from the south, which is strange because the war is in the north. The southerners bring rumors of a plague of undead and a strange new religion. They worship “The Crippled God” and preach that suffering is the way to purity and that the weak, sick, oppressed and downtrodden are blessed in the eyes of their god. The religion doesn’t seem to have any signs of being tainted by the Worm (but it totally is) and it seems pretty harmless (which it basically is, unless you believe that paying homage to a corrupt god is inherently evil or something…).

Then they made their way inside the city and proceeded to freak everyone out with their crazy stories. First they visited the guard house and claimed to be soldiers from Pale with news of the war (not entirely false, they did actually fight in the Siege of Pale, but they were never officially sworn in), then they gave their report to a lowly desk sergeant, who became more and more terrified and convinced that this was above his pay grade, as they recounted their tale of demi-gods, renowned artifacts and famous heroes.

Then they went to the Temple of Serc (the local name for the god of light and the sky, Aleric’s father) to see if they’d help them fight the Worm God. The priests were totally freaked out, since these guys arrived with the spirit of their centuries dead prophet (Hycorax even preached their religious doctrine, which he doesn’t actually know, in Aleric’s voice) and started telling tales of ancient evils rising. They were not subtle about this, and you can bet that rumors are flying around the temple like crazy, however, the abbot agreed to bring their concerns to the high priest (who was busy with Council business at the time).

Then they trucked across the street to the Temple of Hood (the god of death) to see what they had to say about Greta’s condition. The priest was sympathetic and helpful, but not QUITE as awed as the priests of Serc. He offered to introduce Greta to the local executioner (the High Priest is ALSO a vampire, so they’re used to this) and offered to perform a divination to determine what Hood’s plans for Greta actually are. (Everyone’s been sort of worried, since the Gods seem to be taking sides with or against the Worm God, and no one’s sure where Hood stands, but he’s directly intervening in their quest…)

Greta had a vision of herself staggering through a tunnel, her hands drenched in blood, carrying a human woman’s head.

Then a priest of Serc brought them to the Council Hall to meet with the High Priest of Serc, where they got a glimpse of the rest of the Council. The Council all wears masks of their patron gods, and Greta recognized the mask of Venith as the face from her vision!

And that’s where we left off.

Anyway, I should probably ask some guiding questions or something, but writing all that has left me exhausted, so I’m just going to end it there.

What do you think?

WHAT WE LEARNED.

WHAT WE LEARNED.

WHAT WE LEARNED.

– Human civilization is just post iron-age, and centers on a single massive city-state with sub-states.

– Humanity is sponsored by and worships a single deity

– The Man-God is actually just an upstart, mysterious, incredibly powerful animistic spirit

– The Storm Queen has allied the tribes against the Legions of Man spreading into the wilderness

– Avon and Kithracet have both met the Storm Queen, but only Kithracet knows her as such, and is working in secret for her gain

– All Elves hail from the Southern Continent

– Dark Elves walk the old paths, High Elves are imperialistic and have advanced science

– Swamps and mire have slowed Elven advancement into human lands

– All magi can know their own with a secret sign

– Spirits learn ambition from humans and a hunger for worship, growing fat, wicked and corrupt

– Women are forbidden by law to wield magic, except Holy Virgins

– Avon does not give even one fuck about that last rule, she does what she wants

– Cassius met with a local heretic, a sweet, kind, community-focused woman who left the city-state behind and her awful life in the slums to make a new life in the frontier.  Surprisingly, he did not kill her or act like a dick.  Unfortunately, she is a secret snake cultist and has used her charm magic on him.  It’s complicated.

LEAVE SPACES / ASK QUESTIONS, KIDS