New spell (will likely be tested soonish):

New spell (will likely be tested soonish):

New spell (will likely be tested soonish):

Forked Lightning (level 3, evocation)

Lighting crackles forth, striking your foes. Roll 2d8, then assign one dice result to be the number of nearby targets struck, and the other to be the amount of damage they suffer. This damage ignores armour 

The trade city of Torsea has finally capitulated and decided to join the Vantari Empire (after it was pointed out…

The trade city of Torsea has finally capitulated and decided to join the Vantari Empire (after it was pointed out…

The trade city of Torsea has finally capitulated and decided to join the Vantari Empire (after it was pointed out that imperial troops can probably deal with the looming Goliath problem). So, to welcome their new imperial overlords, the city is putting on a gladiatorial game of special magnificence. 

And you, dear tavernites, are asked to create teams of gladiators to appear in the games! 

Rules: a team is 3-5 individuals, almost always slaves. They must be (mostly) sentient and alive. Bows, crossbows, guns and spells are considered poor form. If you want to describe the rich person who owns the team, even better!

So, what do you guys do if a player can’t make it for a session, and there’s no good fictional way for his character…

So, what do you guys do if a player can’t make it for a session, and there’s no good fictional way for his character…

So, what do you guys do if a player can’t make it for a session, and there’s no good fictional way for his character to not be there? 

I’m considering statting up the the PC as an NPC, with a player-written Drive, and a promise of not being in a significantly worse state when the player comes back.. 

When you don the Robe of Eyes, what do you see that you could not normally?

When you don the Robe of Eyes, what do you see that you could not normally?

When you don the Robe of Eyes, what do you see that you could not normally? And what do you wish that you could unsee, but never will?

I’m working on a class of adventuring Barmaids, Barmen, Waiters, Wenches and Serving Staff. A work in Progress.

I’m working on a class of adventuring Barmaids, Barmen, Waiters, Wenches and Serving Staff. A work in Progress.

I’m working on a class of adventuring Barmaids, Barmen, Waiters, Wenches and Serving Staff. A work in Progress. 

The Bar Staff

Tied back hair, glorious hair, bandanna

Slim Body, Well-endowed body, fit body

bright eyes, welcoming eyes, tired eyes

smart clothes, revealing costume, stained apron

Damage: d6

HP:Constitution + 6

Drives:

Proving Those Whiners Wrong

Prove that adventuring isn’t all that hard

Pursuit of Wealth

Make a tidy profit

The Lure of the Horizon

Go somewhere new and interesting

Races:

Human: you’ve overheard a lot of rumours in your time. Take +1 to Spout Lore. 

Dwarf: when you make an improvised strike, you take +1 armour forward.

Halfling: in any place with servants, you can find a way to blend in. Nobody will question your presence unless you do something truly unexpected. 

Bonds:

___ drank in my bar, they were a good customer

___ drank in my bar, they were a terrible customer

___ got very drunk once, and told me a secret

___ needs to loosen up

Moves:

Service:

When you help your companions with down-time activities, the numerical value of the rewards of such acitivities is increased by one. For example – making camp heals an extra 1 hp, Bolster gives an extra 1 hold, poison brewing gives one more dose, etc. 

Distracting Intercourse

when you engage somebody in conversation, and don’t want their attention to wander, roll +CHA. On a hit, their attention is all yours. On a 7-9, their attention is your, but pick one:

-holding their attention puts you in a spot

-you can only hold their attention briefly

Improvised Strike

When you unexpectedly grab a nearby object and strike somebody roughly in a vital spot with it, roll +CON. On a 10+, both. On a 7-9, pick one.  

-You create an advantage, +1 forward

-you deal your damage +1d6

The selected object might be able to continue to function as a weapon, depending on what it is (GM’s call). 

Gear:

Choose your weapon:

the crossbow from under the bar (near, far, reload, 2 weight), and a bundle of bolts (3 ammo, 1 weight)

the sword that hung over the fireplace (close, +1 damage, 2 weight)

A pair of knives from the kitchen (hand, precise, thrown, 1 weight)

The axe from the woodpile (close, messy, 2 weight)

[more to come]

Advanced moves:

You Meet in a Tavern

You take +1 to Recruit, and hirelings you recruit will have the cost “Large Quantities of Alcohol”. 

Undivided Attention

When you distract a target, on a hit, you can give yourself or an ally +1 forward against them.

Tavern Performer

Take a move from the Bard class

Worldly

Take a move from any class not currently in use

Brawler

when you make an Improvised Strike, take +1d4 forward to damage

24-hour service

When you make camp and attend to one of your companions’ needs overnight (bring them snacks, make them breakfast, make sure they’re… comfortable…), take +1 ongoing to aid or interfere with them until you make camp again. 

When you are trippin’ balls, roll +WIS.

When you are trippin’ balls, roll +WIS.

When you are trippin’ balls, roll +WIS. On a 10+, pick one. On a 7-9, pick two and the GM will pick one. On a miss, the GM will pick as many as seems appropriate. Whatever the picks are, you experience and/or believe them to be real. If the source of the hallucinations is sufficiently magical, they might actually BE real…

– your eyeballs attempt to flee

– there is a giant snail nearby singing a popular tune

– your clothing begins shrinking and constricting

– your friends or allies jeer or mock you with demonic voices

– “down” is at ninety degrees to the usual orientation

– the sky opens and the stars stare at you

– nearby hair grows uncontrollably

– the number of fingers you have changes constantly

– the most beautiful butterfly you’ve ever seen flutters past

extra suggestions for potential hallucinations encouraged!

When you search a dark, damp, dank, and almost-certainly monster-infested area for Panacea Mushrooms (the main…

When you search a dark, damp, dank, and almost-certainly monster-infested area for Panacea Mushrooms (the main…

When you search a dark, damp, dank, and almost-certainly monster-infested area for Panacea Mushrooms (the main ingredient in healing potions), roll +WIS. 

On a hit, you find a cluster, it’s size relative to the size of the underground complex you find it in (bigger caves mean more mushrooms). On a 7-9, pick one as well:

-it’s actually some other potentially useful mushroom (GM’s choice) instead.

-it’s difficult, dangerous or inconvenient to get to.

-you attract the attention of something nearby.

Some significant argument as to how to do this move arose during my last session. Anybody got any thoughts?