I wrote a front for an abandoned dwarf hold my players are exploring.

I wrote a front for an abandoned dwarf hold my players are exploring.

I wrote a front for an abandoned dwarf hold my players are exploring. I’ve never actually done this before, so I’m a little unsure about it. Which is why I want to run it past the G+DW collective.

FRONT: The Lost Halls of Twinhold.

Description and Cast:

the halls of Twinhold were lost some time ago, when Derro drove swarms of fire beetles up from below. Now the dwarves have gone, the derro hide in the shadows, and the Goliaths are taking advantage of what they think is a free route to the surface. 

Stakes:

How will the ghost of the last dwarf defender react to the party?

What did the dwarves leave behind in the room on the treasure map?

Danger: Goliath Advance Guard

Impulse: to crush obstacles

-Send a few scouts up through the hole in the deeps [X]

-Widen the hole with a shaking of the earth [  ]

-build a ladder up from below, and haul up supplies [  ]

-the army marches from below [  ]

DOOM: Goliaths take the hold and march on the surface

Danger: Derro Shadows

Impulse: to keep what they’ve won

-deactivate all the traps as a lure [X]

-spread their beetles through the complex [  ]

-send the beetles into a feeding frenzy [  ]

-reactive all the traps [  ]

DOOM: the halls become a death trap

thoughts? advice? suggestions? 

Reading the steading rules – a city being ruled by a single powerful ruler, or the people, or a theocracy are…

Reading the steading rules – a city being ruled by a single powerful ruler, or the people, or a theocracy are…

Reading the steading rules – a city being ruled by a single powerful ruler, or the people, or a theocracy are options you can pick, but don’t have to. So what is the default if none of those are picked? 

A new special move, because this has come up a few times in my  games:

A new special move, because this has come up a few times in my  games:

A new special move, because this has come up a few times in my  games: 

(EDIT: on the suggestion of friend/player, made it a move where you pick the good stuff, not the bad stuff). 

OFFLOAD

When you ask around a steading to find a buyer for something unusual, illegal, or just plain strange, roll +CHA. The GM will tell you who might buy the item, and what you might expect them to pay. 

On a 10+, the deal goes quite well, pick two. On a 7-9, it gets complicated, pick one. 

– You don’t have to settle for a lower price 

– It doesn’t take a long time to set up the deal or find a buyer

– You don’t draw unwanted attention or put yourself in a spot

On a miss, the deal goes sour. 

If the steading has the Market tag, take +1 on this move.

(thieves with Connections can use that move instead)

I know I posted up some more spells for the wizard ages back, but I’m looking at one of them again, and wondering…

I know I posted up some more spells for the wizard ages back, but I’m looking at one of them again, and wondering…

I know I posted up some more spells for the wizard ages back, but I’m looking at one of them again, and wondering… 

would a spell that deals a set amount of damage to a random number of targets (rather than the fireball’s random damage to a predictable but situationally variable number of targets) be… I dunno, an acceptable thing? 

Eustace Keeper’s family have owned this farmland for generations, and his ancestors have made a living the same way…

Eustace Keeper’s family have owned this farmland for generations, and his ancestors have made a living the same way…

Eustace Keeper’s family have owned this farmland for generations, and his ancestors have made a living the same way Eustace has: milking cows and selling adventurers the secret of how to pass through the magical gate in his top field, and into a far-away dungeon. 

For 20 coin per head (becoming rapidly more if the adventurers are rude or try to haggle), Eustace will tell visitors that each traveller needs to smear some of their blood on the stone archway to allow them to pass through it, back and forth. 

If he or his family are threatened, Eustace will tell them the secret freely. And once they’ve passed through, he will fetch a bucket, wash the offender’s blood from the stone, and trap them in the dungeon forever. 

In a long-term campaign I’m going to start soon, one of the players is only going to be able to make it to the first…

In a long-term campaign I’m going to start soon, one of the players is only going to be able to make it to the first…

In a long-term campaign I’m going to start soon, one of the players is only going to be able to make it to the first two sessions, then the very occasional session afterwards. A friend suggested that maybe I could use this as a chance to have this player play the party’s nemesis, who betrays them and leaves, but occasionally shows up again. 

Which I think my players would enjoy, and particularly the betraying player… but would you guys think it would be overboard if I specifically built her a class that can fight all the other characters on an even footing? 

As nobody else seems to have made any extra wizard spells, I put together a few. Rather a work in progress.

As nobody else seems to have made any extra wizard spells, I put together a few. Rather a work in progress.

As nobody else seems to have made any extra wizard spells, I put together a few. Rather a work in progress. 

Wondering, with all the fan-made classes out there, what does everybody do when a new campaign starts up?

Wondering, with all the fan-made classes out there, what does everybody do when a new campaign starts up?

Wondering, with all the fan-made classes out there, what does everybody do when a new campaign starts up? Tell the players which classes they can pick from? Let them play whatever? Something in between? 

Thinking about a compendium class roughly based on the Asgard from the Marvel movies – The Demigod.

Thinking about a compendium class roughly based on the Asgard from the Marvel movies – The Demigod.

Thinking about a compendium class roughly based on the Asgard from the Marvel movies – The Demigod. 

When you discover your Divine Heritage, you can take Nigh Immortal. 

Nigh Immortal: you are almost impossible to kill. If there is a way, even you’re not sure what it is. You can still be hurt, though. When you would roll Last Breath, instead roll +CON. *on a 10+, mark a debility of your choice. *On a 7-9, mark a debility of your choice, and a debility of the GM’s choice. *On a miss, gain a debility for ALL your stats. You will also want to lie down for a while. Ow.