Vilstrak (Marl Muggers)

Vilstrak (Marl Muggers)

Vilstrak (Marl Muggers)

Humanoid insect, subterranean,

4hp 4ap

Clubbing fists, b(2d4)+1

*meld into stone

*steal interlopers

Instincts: protect the queen. Travel in threes.

Alien insectile and stony, unknowable and silent, Vilstrak have little drive save to dig, expand the hive, and devour gems and minerals.

Attacking with mantis like rock hard arms, Vilstrak often use guerilla hit-and-phase out tactics making use of their warrens of tunnels and sealed chambers. Adapted to darkness they use Ultravision and sonar to navigate.

Inside their stomachs can usually be found craw-polished gem stones and the odd nugget of unusual indigestible metals.

Inspired / enthused by Mark Tygart​​’s Grell post…

Inspired / enthused by Mark Tygart​​’s Grell post…

Inspired / enthused by Mark Tygart​​’s Grell post…

Another of my favourite 3e mobs, The Grick

Small, subterranean, Mindless, Hunter

6hp, 1 Armour

SQ: unharmed by unenchanted weapons.

Barbed Tentacles, b(2d4)

Instincts: hide and Eat

Grick are aberrant, a cross of slug, squid and nightmare. Silent in motion, able to stick to walls and ceilings, and to create burrows in most types of rock.

Usually solitary but every so often Grick will swarm together, gorge themselves on whatever they can find, then spawn and lay thousands of eggs.

Grick are blind, chemotactile and use a form of magical spatial perception to locate prey.

Moves:

* drop from above

* stalk silently

* shred armour with tentacles

In one session… My son has just made 4 separate 6- rolls for casting spells.

In one session… My son has just made 4 separate 6- rolls for casting spells.

In one session… My son has just made 4 separate 6- rolls for casting spells.

In a row.

May have gone a bit crazy on printing all the playbooks I’ve found.

May have gone a bit crazy on printing all the playbooks I’ve found.

May have gone a bit crazy on printing all the playbooks I’ve found.

Dice for scale.

Found one called “the charred”. Would be interesting to play that one opposite “the Immolator” from the revised Base playbook set.

And one clued “the princess” (typeset in a Disney font) that is just so. Damn. Tempting.

Okay. Trying this one on for size.

Okay. Trying this one on for size.

Okay. Trying this one on for size.

When you call your ancestors with a haka, state your intent and roll +Cha, adding plus one if you actually do the haka at the game table.

On a 10+ the spirits are with you, hold three until your stated action is completed or until the next sunset. Spend hold for plus one to any roll.

On 7-9 hold one but choose one

* you draw unwanted attention from the spirit realm

* the spirits demand a sacrifice, choose a stat debility that lasts until you can be cleansed

* the spirits of your enemies also hear your invocation and help them as well – the party takes -1 forward .

On a miss… The GM makes a hard move governed by the spirits’ displeasure

Question for y’all

Question for y’all

Question for y’all

The Wizard and Cleric’s “Cast Spell” move has no description of what happens on a hard fail – theres 10+ and 7-9 effects but nothing on 6-

(not that i’m asking because in the space of last nights game, my son managed to roll a 5 – including +2 Int and +1 spent Hold – He was casting Light on a stone to throw down a dark tunnel)

I had a combination of all three choices – he “lost” the spell, took the strain and the spell just went haywire, like a flashbang, blinding the whole party for a few moments.

(unfortunately they were in a mine that had been cleared as there were vilstrak in it, kidnapping miners. and their Hired NPC guide got nabbed whilst they were blinded. fun times!)

Going back to an old game.

Going back to an old game.

Going back to an old game. Our first DW game. Felt so good. We last played these characters in 2013. Picked up right where we left off…

I have a large discbound notebook that I take notes, quotes and scribblings of fronts and threats and so on, it’s a sort of DW bible that I use for nothing else.

I love this game.

Ideas to make an ongoing campaign seem fresh / prevent the relentless murder-hoboing that repetitive dungeon crawls…

Ideas to make an ongoing campaign seem fresh / prevent the relentless murder-hoboing that repetitive dungeon crawls…

Ideas to make an ongoing campaign seem fresh / prevent the relentless murder-hoboing that repetitive dungeon crawls devolve into…. Go!