Inspired by Will Doyle’s winning One-Page Dungeon:

Inspired by Will Doyle’s winning One-Page Dungeon:

Inspired by Will Doyle’s winning One-Page Dungeon:

Driftwood

Prosperity Moderate; Population Steady; Defenses Watch; Other Blights (jungle dwarfs and lizard men), Guild (Ape Cartel), History (dwarfish last stand), Oath (Blind Sema in Nussazasuhr), Resources (fish, fruit)

A cave village formed from shipwrecks and peopled by lost sailors, Driftwood is run by the Ape Cartel, a criminal group of intelligent gorillas who stumbled upon a shipment of intelligence potions. The Ape Cartel is loosely allied with Blind Sema, the thieves’ guildmaster in Nussazasuhr. The caves were the site of the dwarfish last stand in the ancient war between the dwarfs and the lizard men. The jungle dwarfs consider the caves to be an accursed place, and they greatly resent Driftwood’s presence. The lizard men appreciate Driftwood as a source for victims to be offered within Mount Sacrifice or to be tossed to the Lizard God.

The Spear of Serpents

The Spear of Serpents

The Spear of Serpents

The Spear of Serpents, forged by the weaponsmith-priests of Madini, never left the Crucible of Steel for use in the dwarfish wars against the lizard men. It waits in the Crucible’s vault for the coming of the Chosen One.

When you attack a reptilian enemy in melee with the Spear of Serpents, roll+STR. *On a 10+, you deal your damage to the enemy, avoid their attack, and choose 3. At your option, you may also choose to do +1d6 damage but expose yourself to the enemy’s attack. On a 7-9, you deal your damage to the enemy and choose 1, but the enemy makes an attack against you.

* Ignore the target’s armor.

* Inspire an ally, granting a +1 forward against reptilian enemies.

* Heal 1d4 points of damage you’ve suffered.

* Do not become more like a dwarf in mind or body.

When you attack a reptilian enemy at range with the Spear of Serpents, roll+DEX. *On a 10+, you have a clear shot. Deal your damage and choose 2. *On a 7-9, choose 1 from the first list and choose 1 from the second list, and deal your damage.

First List

* You have to move to get the shot, placing you in danger as described by the GM.

* You have to take what you can get: -1d6 damage.

Second List

* Ignore the target’s armor.

* The Spear of Serpents returns to your hand.

* Do not become more like a dwarf in mind or body.

Saturday, 31 May, Man Day Adventures voyaged into new territory for most of us, specifically Dungeon World.

Saturday, 31 May, Man Day Adventures voyaged into new territory for most of us, specifically Dungeon World.

Saturday, 31 May, Man Day Adventures voyaged into new territory for most of us, specifically Dungeon World. Here’s what happened.

http://spesmagna.com/archives/2528

Salmagunderland is my rough-draft write-up of my first attempt at a Dungeon World campaign.

Salmagunderland is my rough-draft write-up of my first attempt at a Dungeon World campaign.

Salmagunderland is my rough-draft write-up of my first attempt at a Dungeon World campaign. It features some history, general and specific, and outlines for four steadings. Comments and suggestions welcome.

An (almost) ready-to-run adventure, all on one-page.

An (almost) ready-to-run adventure, all on one-page.

An (almost) ready-to-run adventure, all on one-page. Will Doyle’s winning entry is great. Makes me glad I didn’t bother to enter the contest this year, because there’s no way I could do better than this. 🙂

I’ve run DW a grand total of four times, twice each for two different groups of 5th graders.

I’ve run DW a grand total of four times, twice each for two different groups of 5th graders.

I’ve run DW a grand total of four times, twice each for two different groups of 5th graders. Tomorrow, I’m running it for an unknown number of adults for the first time. One situation the heroes may face involves diving 30 feet down to a shipwreck in shallow, reefy seas. I briefly considered writing a custom move for the dive/exploration, but I’m now not convinced this is either necessary or a even a particularly good idea.

Thoughts?

“Cursed Matundu gapes in the southern wilderness of Salmagunderland like a rocky gullet that swallowed a few hundred…

“Cursed Matundu gapes in the southern wilderness of Salmagunderland like a rocky gullet that swallowed a few hundred…

“Cursed Matundu gapes in the southern wilderness of Salmagunderland like a rocky gullet that swallowed a few hundred acres of jungle….”

http://spesmagna.com/archives/2514

Ludi Fabularum met again today to continue the previous meeting’s adventure.

Ludi Fabularum met again today to continue the previous meeting’s adventure.

Ludi Fabularum met again today to continue the previous meeting’s adventure. The students’ heroes included Alderist, an elf bard; Longor, a human fighter; Aragorn, a human paladin; and Throndir, an elf ranger (with a wolf animal companion). Longor’s player was absent, so I downgraded him to a warrior working for Alderist. We opened with the frogmen ambush. A die roll determined six frogmen plus one frogman shaman were attacking the heroes.

The frogmen opened by throwing barbed nets. Throndir dodged the nets. Alderist dodged the nets. Aragorn decided to parley. Consequently, he was netted, but his offer to serve the frogmen’s cause caught the shaman’s attention. The shaman ordered his raiders to be wary but not to attack. Throndir decided to fire arrows at the frogmen. Alderist, not wanting a fight if one could be avoided, attempted to foul Throndir’s shot. In the process, Alderist tripped and got tangled in a net. Throndir fired, but it was a poorly placed shot that did no damage to the shaman.

Then, with two heroes entanged in barbed nets and watched by two spear-toting frogmen, the shaman began to cast a spell while the other frogmen rushed Throndir. Alderist kicked out at a nearby frogman while Longor attacked as well. One frogman went down with a broken leg and punctured chest. Aragorn tried to cut his way free, but realized doing so would cause the net’s barbs to tear his flesh, and so he decided a more approach might be useful. Throndir got mobbed, suffering minor wounds before he could retreat to more appropriate bow distance. A few second later, Alderist and Longor attacked the frogman standing watch over Aragorn, giving the paladin time to free himself from the net.

About this time, the group decided to retreat to the jungle line. Unfortunately, the frogman shaman’s magical sandstorm made that impossible for Alderist and Longor. Aragorn rushed into the blinding sand and wind, injuring the shaman and disrupting his control over the magical sandstorm. While the paladin fought against the fierce shaman, the other heroes turned the tide against the other frogmen.

When all was said and done, three frogmen escaped into the sea. The party looted the dead, not getting much for their trouble: a few crude spears and a strangely marked gourd full of some sort of liquid. Alderist and Throndir made camp, starting a fire, improvising some shelters, et cetera, while Aragorn scouted the area. By the time camp was established, Aragorn still had not returned. Alderist, Longor, and Throndir set out into the jungle to find the paladin.

The trio discovered a covered pit trap. They also discovered that bare-footed humans had been using animal trails through the jungle. Some of these humans, based on depth of tracks, had been carrying a substantial weight between them. The heroes followed the trail.

Meanwhile, Aragorn, who had failed to notice a pit trap, had knocked himself unconscious and had been captured by human natives, who trussed him up and brought him to their village in a jungle clearing. When presented to the chieftain, Aragorn went from prisoner to honored guest. In the chieftain’s hut was a leatherworked image depicting a figure who strangely resembled Aragorn. This figure was surrounded by cowering frogmen.

The chieftain explained that Aragorn was the chosen one who would free them from the frogman menace. Aragorn’s quest to discover the truth of who he is had taken a decisive step. The rest of the heroes arrived at the village. Explanations were given, and the party were fed, their injuries treated, et cetera.

Thus ended the session.

Huuz

Huuz

Huuz

Prosperity Moderate; Population Shrinking; Defenses Guard; Other Blight (rebels), Guild (Imperial Cartographical Society), Need (supplies), Oath (Uhssi’aphu), Trade (Uhssi’aphu)

Trouble with local rebels led to the construction of Huuz on the Queen’s Road connecting Uhssi’aphu in the interior through Sazr near the escarpment to  Nussazasuhr on the coast. Huuz is typical of Imperial keeps in frontier regions: sturdy, functional, and ugly. Form follows function, and Huuz stands as a brute reminder of the Empire’s colonial policies. Captain Jirr Ribarkir serves as garrison commander. A veteran of numerous Imperial campaigns, Captain Ribarkir resembles the keep he calls home. He too is sturdy, functional, and ugly. He deserves his reputation for arbitrary cruelty and selfish cunning. Most of Huuz’s guard are experienced soldiers for whom their current duty station is not a reward.

Impressions

* Stout walls of basalt

* A sturdy gatehouse facing the Queen’s Road.

* Guards atop the walls

* Echoes of white water rising from the nearby cañon

* Traders coming and going

* Native serfs laboring under watchful eyes

* The clang of a blacksmith at work

* Thick jungle growing to reclaim cleared land