Dungeon world Exiles (Inactive)

Game Master Elsine


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Tera was with me when I met Sola for the first time. I still don't understand why Flicker bothers it so much.

I don’t think Silvia is as fond of the light as I am.

I must show the truths of the world to Gorn.

______ knows the secret I’ve been hiding.

______ shines so bright that they hardly need me to light the path for them.

Leaving the last two blank for now. Trying to come up with a custom one for Varis to replace one of them.

@Varis, I'm fine with having a role of foreseen significance. Have you tried to tell me about it? As far as timeframe, I was thinking I probably found Flicker 4-6 months ago, long enough for the novelty to have worn off but not all that long in the grand scheme.

Also, I'm a little unclear - is Varis' family the ones who owned the estate the paladins were after, or is their property elsewhere?

@Gorn, okay on both fronts. Vanadin's stories probably run a bit on the grim side - not gory, but not a lot of happy endings either.

@Tera, based on my bond you probably saw the trapped humanoid form that was Sola. Do will o the wisps do that (take on human shapes) in this world?

@Silvia, any thoughts on what I might know and why it's significant? A clue about your nature, or something more recent?


Wizard 2 (1/9 XP) | HP 17/17 | S+0, D+1, C+1, I+2, W+0, C-1 | -1 ongoing (cast a spell)

To me it would be Zadrian pointing you out and saying, "go with him, I spoke with the spirits and they told me that man holds something important for the path ahead" or something like that. I've likely not told you at all.


2.7 (Cleric 1.0 (-1)) Sky Dancer | 17/19 | d8 | Def Hold 3 | AC 2 | Str 0 | Dex 2 | Con 1 | Int -1 | Wis 2 | Cha 0 | Spells: Light, Sanctify, Guidance, Cure Light, Bless | Good Omens: ●●○○○

Your light is in humanoid shape? I assumed your light was usually a tiny ball. I'll rewrite the bond if it is a small humanoid. I just thought it would be interesting if Tera distrusts your light.


Lantern 2 (15/16 hp, 1 armor, d6 damage, 4/9 xp) (Str +1, Dex +0-1, Con +0, Int +2, Wis -1, Cha +2) (Happy Thoughts ●●○○○)

No, the light's a tiny ball - but I found it on/as part of a glowing humanoid (divine manifestation) that was caught in an arcane trap of some sort. Per my bond, you were there, so you presumably saw that.

I'm totally fine with Tera being suspicious of it, just wanted to try and get the fiction to make sense in my head.


2.7 (Cleric 1.0 (-1)) Sky Dancer | 17/19 | d8 | Def Hold 3 | AC 2 | Str 0 | Dex 2 | Con 1 | Int -1 | Wis 2 | Cha 0 | Spells: Light, Sanctify, Guidance, Cure Light, Bless | Good Omens: ●●○○○

Ah, I thought Sola was the light. Got it. Let me think about rewriting that bond.

Also, Vanadin, I think you have 16 HP, not 12.


Changeling Beguiler | Lvl 2 | XP: 0 | HP: 13/18 | Armor 0 | 1d6 | STR -1 | DEX +2 | CON 0 | INT 0 | WIS +1 | CHA +2-1

Hmm, maybe you've got a point Varis. Sure! And I like all the other bonds as well.

Silver Crusade

Init:+3 | Perc: +5| Insp = | +5/d8+3|Shillelagh| Berries: | Shape: 2/2|W:+6 D:+4 C:+4 Druid 3 {Circle of the M00n}| AC 16 | HP 27/27 | 1st: 3/4 2nd: 2/2

I'm actually thinking a little of The Ace with a good measure of Everything can be solved with violence.


Lantern 2 (15/16 hp, 1 armor, d6 damage, 4/9 xp) (Str +1, Dex +0-1, Con +0, Int +2, Wis -1, Cha +2) (Happy Thoughts ●●○○○)

Thanks for the correction, Tera - I suspect those additional HP will come in handy at some point :p

Varis, how about " Varis knows something about Flicker, but he won't tell me what. " - sound good to you?

Also, since I'm still fuzzy - is Varis' family the ones who owned the estate the paladins were after, or is their property elsewhere?


Wizard 2 (1/9 XP) | HP 17/17 | S+0, D+1, C+1, I+2, W+0, C-1 | -1 ongoing (cast a spell)

His extended family owned the estate his family owns properties elsewhere, and I like the bond.


I think we're good enough to start, we can finish up bonds and other stuff as we go (Sometimes it's good to see your own, and the other characters in action for this stuff)


2.7 (Cleric 1.0 (-1)) Sky Dancer | 17/19 | d8 | Def Hold 3 | AC 2 | Str 0 | Dex 2 | Con 1 | Int -1 | Wis 2 | Cha 0 | Spells: Light, Sanctify, Guidance, Cure Light, Bless | Good Omens: ●●○○○

Awesome!

But sad face for me ... work is killing me today. I will hopefully post tonight.


2.7 (Cleric 1.0 (-1)) Sky Dancer | 17/19 | d8 | Def Hold 3 | AC 2 | Str 0 | Dex 2 | Con 1 | Int -1 | Wis 2 | Cha 0 | Spells: Light, Sanctify, Guidance, Cure Light, Bless | Good Omens: ●●○○○

Revised bond for Vanadin:

I believe that Vanadin's light is unnatural. I must make him understand the danger.

Also Volsung, my playbook allows me the option to choose "A flying vehicle or mount of your choice" as an option.

How do you feel about this?


Changeling Beguiler | Lvl 2 | XP: 0 | HP: 13/18 | Armor 0 | 1d6 | STR -1 | DEX +2 | CON 0 | INT 0 | WIS +1 | CHA +2-1

Just to be sure, is the caravan just us players + named survivors, or the entire town?


oh, entire town (Well, the survivors at any rate). I'll probably introduce a few new characters from the unnamed throng, as the story demands.


Changeling Beguiler | Lvl 2 | XP: 0 | HP: 13/18 | Armor 0 | 1d6 | STR -1 | DEX +2 | CON 0 | INT 0 | WIS +1 | CHA +2-1

Additional unnamed throng, gotcha.


also, Tera, I am going to leave the existence of flying mounts/vehicles up to you. I am fine with them being in the setting (They are unusual for dark fantasy, but I like to break the mold some).

nothing large enough to transport the whole village though. that'll take some doing (Though if you guys find a ship/vehicle like that, It will open up the captain playbook for multiclassing and replacement characters)


okay, so, in response to Tera's question about the current state of the caravan, and I decided to shamelessly rip off the hardholder.

as it stands, your caravan has:
+2 armour when fighting in it's defense
Abundance +Labour, Insight, Merriment
Vulnerability +Hunger, Dissent, reprisals

At the start of every session, ask these 3 questions:

  • Has it been more than a week since we've resupplied?
  • Were there any sucessful attacks on the caravan last session?
  • Is the caravan suffering from any ongoing afflictions (Disease, discontent, curses)

for every "No" answer, take +1, then roll.
on a hit, you are in abundance, on a 7-9, one of your vulnerabilities also brings itself to bear, choose which. on a miss, you are vulnerable, without access to your abundance until you deal with the crisis

everyone okay with this mechanic? if so, someone roll +3


Wizard 2 (1/9 XP) | HP 17/17 | S+0, D+1, C+1, I+2, W+0, C-1 | -1 ongoing (cast a spell)

I like this, but what is a "session" in this context?


we call end of sesh, then at the beginiing of the new session


Wizard 2 (1/9 XP) | HP 17/17 | S+0, D+1, C+1, I+2, W+0, C-1 | -1 ongoing (cast a spell)

Works for me.

Silver Crusade

Init:+3 | Perc: +5| Insp = | +5/d8+3|Shillelagh| Berries: | Shape: 2/2|W:+6 D:+4 C:+4 Druid 3 {Circle of the M00n}| AC 16 | HP 27/27 | 1st: 3/4 2nd: 2/2

What's the difference between dissent and reprisals? It seems like one follows the other, but are we saying that dissent is calling someone words, and reprisals are violence?


Dissent is the caravan turning to bickering and feuds. Reprisals is a powerful enemy catching up to you (Lord Borak, or the purging church, for now. I'm sure there will be others).

in short, dissent comes from within, reprisals come from without.


2.7 (Cleric 1.0 (-1)) Sky Dancer | 17/19 | d8 | Def Hold 3 | AC 2 | Str 0 | Dex 2 | Con 1 | Int -1 | Wis 2 | Cha 0 | Spells: Light, Sanctify, Guidance, Cure Light, Bless | Good Omens: ●●○○○

So we currently have abundance: +Labour, Insight, Merriment

Does that mean we can put the village to work, that morale is flying high, and ... insight?


Yes, Labour means you can use the villagers to accomplish or make progress on tasks (I expect this to be way more relevant when you guys find a nice place to settle down, but I have no doubt you will suprise me)

merriment gives you +1 to carouse or parley with the villagers.

When you use the villagers for insight, ask your followers what they think your best course is, and the GM will tell you. If you pursue that course, take +1 to any rolls you make in the pursuit. If you pursue that course but don’t accomplish your ends, you mark experience


that was fun to write, I should do tableaus more often.


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2.7 (Cleric 1.0 (-1)) Sky Dancer | 17/19 | d8 | Def Hold 3 | AC 2 | Str 0 | Dex 2 | Con 1 | Int -1 | Wis 2 | Cha 0 | Spells: Light, Sanctify, Guidance, Cure Light, Bless | Good Omens: ●●○○○

I'm feeling a Geordi/Data vibe with Varis/Tera.


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If anyone is interested I'm just starting to get together a Monsterhearts game over on Discord, send me a message if you'd like to join in.


That accent was legitimately painful to transcribe.


Lantern 2 (15/16 hp, 1 armor, d6 damage, 4/9 xp) (Str +1, Dex +0-1, Con +0, Int +2, Wis -1, Cha +2) (Happy Thoughts ●●○○○)

Did we actually give the village a name at any point?


Umm... Not that I recall. just make something up.


Going camping, shall return in three days time


Spwack wrote:
Going camping, shall return in three days time

Umm... Southern hemisphere, near the equator, or just hardcore?

Silver Crusade

Init:+3 | Perc: +5| Insp = | +5/d8+3|Shillelagh| Berries: | Shape: 2/2|W:+6 D:+4 C:+4 Druid 3 {Circle of the M00n}| AC 16 | HP 27/27 | 1st: 3/4 2nd: 2/2

Probably in front of a spawn point.

What? That's a hard-core raid. ;)


2.7 (Cleric 1.0 (-1)) Sky Dancer | 17/19 | d8 | Def Hold 3 | AC 2 | Str 0 | Dex 2 | Con 1 | Int -1 | Wis 2 | Cha 0 | Spells: Light, Sanctify, Guidance, Cure Light, Bless | Good Omens: ●●○○○
DM Volsung wrote:
Spwack wrote:
Going camping, shall return in three days time
Umm... Southern hemisphere, near the equator, or just hardcore?

Southern hemisphere. I believe that Spwack hails from the land down under.


I do indeed. Not saying it wasn't hardcore, because the amount of insects involved was slightly insane. As was the amount of rum-induced pirate impressions.


2.7 (Cleric 1.0 (-1)) Sky Dancer | 17/19 | d8 | Def Hold 3 | AC 2 | Str 0 | Dex 2 | Con 1 | Int -1 | Wis 2 | Cha 0 | Spells: Light, Sanctify, Guidance, Cure Light, Bless | Good Omens: ●●○○○

I really gave you an essay test with that last post Volsung.


You say essay test, I say "How many soft moves can I put into one answer?"


Wizard 2 (1/9 XP) | HP 17/17 | S+0, D+1, C+1, I+2, W+0, C-1 | -1 ongoing (cast a spell)

So how much is a lot of gold to you people, like 200 300? It's hard to tell.


well, 400 will supply the caravan for 2 or 3 weeks.... plus, of course there will be loot there (any adventurer will tell you that)

Silver Crusade

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Init:+3 | Perc: +5| Insp = | +5/d8+3|Shillelagh| Berries: | Shape: 2/2|W:+6 D:+4 C:+4 Druid 3 {Circle of the M00n}| AC 16 | HP 27/27 | 1st: 3/4 2nd: 2/2
Varis wrote:
So how much is a lot of gold to you people, like 200 300? It's hard to tell.

I'd like to field that question. Because I like talking about money. =)

DW has a very low economy. It's nice, because one "coin" actually has some value, so finding money, no matter the amount, is a significant event. Indeed, I've been through entire DW games and never found either more coin or anything to spend it on.

That said, the equipment section of the SRD has some good examples to get a bearing.

Like 1 coin provide a poor meal for a whole family.
(Indeed, that can even give us the total size of the caravan. If 400 coin gives us enough to feed everyone for 20 days, and an average size of a family is 5 people, then there are (400/20)*5 = 400 people total in the caravan.

Huh. Perfect numbers...almost as if he PLANNED that! (*insert evil laugh here*)

Ahem. Anyway, 20 coins for a hovel, 2500 for a whole house. 50 coins for cart and donkey, 75 for a ring or a brief appearance on your favorite situational comedy. (What? It says "A ring or cameo; 75 coins")

More importantly, 5 uses of Adventuring gear is 20, bandages are 5, and dungeon rations are 3. We will want these things.


Sorry for being flaky! I've just started university, and, well, life seems to have gotten in the way of hobbies a bit. I'll contribute as much as I can, thank you for waiting up a little for me.


been there, I can sympathize

generally, I will wait about 5 days-a week to move on without someone, and a month to replace them (still kinda feel bad about being hasty wth that once) just for reference


2.7 (Cleric 1.0 (-1)) Sky Dancer | 17/19 | d8 | Def Hold 3 | AC 2 | Str 0 | Dex 2 | Con 1 | Int -1 | Wis 2 | Cha 0 | Spells: Light, Sanctify, Guidance, Cure Light, Bless | Good Omens: ●●○○○

Gorn's mission first?


Wizard 2 (1/9 XP) | HP 17/17 | S+0, D+1, C+1, I+2, W+0, C-1 | -1 ongoing (cast a spell)

Either works for me.

Silver Crusade

Init:+3 | Perc: +5| Insp = | +5/d8+3|Shillelagh| Berries: | Shape: 2/2|W:+6 D:+4 C:+4 Druid 3 {Circle of the M00n}| AC 16 | HP 27/27 | 1st: 3/4 2nd: 2/2

Mind does seem to be the most straight-forward of the bunch. I'd suggest we do mine first simply because it will give us a good success to start with. =3

Can we all list what our quests are? I seem to have lost track of what everyone was doing:

"the monster killed his son, and took his family sword. It is found in a cave about a mile off the path, and apparently some form of undead."

Also, DM Volsung, nevermind, I found the relevant passage about the payment for the labor.

DM Volsung wrote:
"Pay be 10 coin a day"

I'll just add it to my sheet.

And Olkas sounds like my kind of tracker. ;)


I'll be boothmonkeying at PAX the next few days, so I may not be able to post as much as usual this weekend.


Lantern 2 (15/16 hp, 1 armor, d6 damage, 4/9 xp) (Str +1, Dex +0-1, Con +0, Int +2, Wis -1, Cha +2) (Happy Thoughts ●●○○○)

Rules question:

Light Weaponry wrote:


When you command your little light to change its form, choose a form from the list below and it will take on that form until it thinks you need another one more.
When you roll a 6- while your little light is in one of these forms, it reverts back to its harmless form and refuses to change back for a short while

On a 6-, does one particular form of weaponry become unavailable, or the whole move?


The either could be read, but I think I'll go with the form


2.7 (Cleric 1.0 (-1)) Sky Dancer | 17/19 | d8 | Def Hold 3 | AC 2 | Str 0 | Dex 2 | Con 1 | Int -1 | Wis 2 | Cha 0 | Spells: Light, Sanctify, Guidance, Cure Light, Bless | Good Omens: ●●○○○

Volsung, can we discuss one of my moves for a minute? I think it has some of the same problems as the Battlemaster's Reactive stance that we eliminated in your other campaign. But this move is more core to the Skydancer:

Leaf on the Wind
When you dance away from an opponent's attack, roll+DEX. On a 10+ choose two. On a 7-9 choose one:
- You avoid the attack
- You slip away to somewhere they can't follow
- You taunt them, drawing their full attention

My question is about how this triggers. I see two ways it could possibly be used:

1) "The wolf-man turns towards you Tera, and charges with teeth bared. What do you do? I dance away." - So basically an enhanced DD(Dex)

2) Hack and Slash says: "On a 7–9, you deal your damage to the enemy and the enemy makes an attack against you." So can I try to dance away from that kind of attack?

I'm not sure what the intent here is. Also, is "dance" limited to flying?


On the subject of that move, I think your first guess is right. like the fighter's BBLG, it is something that would normally be a DD, which gives you more agency over what happens.

P.S. your attack on the nightwing was enough to kill it. could you describe the aerial battle?

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