Dungeon World PBP play (Inactive)

Game Master Elsine

Watch as our heroes, using skills aquired from across the continent, join together to combat evil and defend their adopted town


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Iron Tom Bonney wrote:
What's the downside of just taking all the hirelings?

High cost? I'll be less afarid to kill them? I'm not sure beyond that.


Male Elf Level 6 Fighter (Armor 3, HP 25/25, xp 9/13 load 6/12) |STR 0|DEX 2|CON 1|INT 1|WIS 1|CHA 1

Yeah, but everyone's more or less free. Duty, debt, glory? Everyone's getting paaaaaid.

Besides, if you wait until Conwall can join you, there will be little risk of anyone dying on this journey.


Male Ifrit Rogue - HP:7/14 AC:17 T:13 FF:14 F:+1 R:+6 W:+0 Init:+7 Perc:+5 DrkVisn:60' Enl/Red Inspired PosAttack
Skills:
Intimidate+8 Use Magic Device+8 Pf:Dance+8 Diplomacy+7 Disguise+7 Acrobatics+6 Disable Device+6 Stealth+6 Perception+5 Climb+4
DM Volsung wrote:
I've got to say, This interaction between Allison and Sheridan is so fun to write

It's fun, it's a great way to show the preparation for the carousal, and it's a great opportunity for world building.


HP: 22/22 | Gambit 0 | Def 0 | GG: 619 (+4026 infernal) | Aggressive 7.11 BM (6.0 Wiz -0 ongoing) | AC 4 | 1d8 | S 1 | D 3 | C 0 | I 3 | W 0 | CH 0 | Spells: Light, Prestidig., US, Shadow Walk

So question for the group. Should Ron give up the Lord Commander role? From a PC perspective, Ron would probably see this as a path to redemption. Tarak's jibe at his old failure still stings.

From a player perspective, I don't really like having a hierarchy within the group. None of the rest of you are part of the militia, so maybe there wouldn't be a problem?

I guess it really depends on how swept up we want to get in the regional politics with Braxos.

Not sure what the most interesting choice is here for the group.


I'm ambivalent, but if you do keep the position, you may want to appoint a regent, because you really shouldn't take the militia everywhere you go.


Male Elf Level 6 Fighter (Armor 3, HP 25/25, xp 9/13 load 6/12) |STR 0|DEX 2|CON 1|INT 1|WIS 1|CHA 1
Ron Bucanero wrote:

So question for the group. Should Ron give up the Lord Commander role? From a PC perspective, Ron would probably see this as a path to redemption. Tarak's jibe at his old failure still stings.

From a player perspective, I don't really like having a hierarchy within the group. None of the rest of you are part of the militia, so maybe there wouldn't be a problem?

I guess it really depends on how swept up we want to get in the regional politics with Braxos.

Not sure what the most interesting choice is here for the group.

Well, you wouldn't be OUR boss, so don't worry about that. You seemed more concerned about your ability as Lord Commander to go and do adventures. If that's not the case, I'd say go ahead and stay in charge.


I have some questions for everyone

Belym

What were you and your kin fighting, when you died?

Have you decided on a source for your powers, and if so, what is it?

Sheridan

Now that the Norwich river is clean, will you release what animals you can into it?

Conwall

What do you want, or do you just want adventure?

are there likely to be Okenheart goons looking for you? Redcaps (as you are a traitor, who lives with and fights beside filthy vermin)?

Iron Tom

Similarly to Conwall, I haven't seen a long-term goal from you, do you have any in mind?

Ron

I promise I have't forgoten you, I just know how to light a fire under your ass


Male Elf Level 6 Fighter (Armor 3, HP 25/25, xp 9/13 load 6/12) |STR 0|DEX 2|CON 1|INT 1|WIS 1|CHA 1
DM Volsung wrote:

I have some questions for everyone

Conwall

What do you want, or do you just want adventure?

As long as I need to lay low, I may as well do something worthwhile with my time.

DM Volsung wrote:

are there likely to be Okenheart goons looking for you? Redcaps (as you are a traitor, who lives with and fights beside filthy vermin)?

Oh, quite likely that Oakenheart foot-soldiers would be looking for me to bring me to answer for my alleged misdeeds. It's also not outside the realm of possibility that my actions might draw the attention of the Redcaps (while the Elven Diaspora is neither uncommon nor undesirable the Redcaps are racist sociopaths who enjoy hunting "race traitors" for sport). That being said, you may find that the venn diagram between Oakenheart and Redcap has a very large center section.


Male Ifrit Rogue - HP:7/14 AC:17 T:13 FF:14 F:+1 R:+6 W:+0 Init:+7 Perc:+5 DrkVisn:60' Enl/Red Inspired PosAttack
Skills:
Intimidate+8 Use Magic Device+8 Pf:Dance+8 Diplomacy+7 Disguise+7 Acrobatics+6 Disable Device+6 Stealth+6 Perception+5 Climb+4
DM Volsung wrote:

Sheridan

Now that the Norwich river is clean, will you release what animals you can into it?

Part of the circus/zoo/fair will be to introduce some critters to the townsfolk and vise versa to gauge how safe it is to leave them behind. Among the bunch will probably be the deep turtles, but if it seems safe, they might leave something a bit more intimidating to guard where the river meets the wall.


Female Dwarf Channeler 8 (23/28 hp, 1 armor, d4 damage, 2/15 xp) (Str -1, Dex +2, Con +3, Int +2, Wis +1, Cha +0)
DM Volsung wrote:

I have some questions for everyone

Belym

What were you and your kin fighting, when you died?

From way back in this thread:

Quote:


What were you Holding the tunnel against?
The tunnel.... Scattered underground are packs of golems. They're inert until they're disturbed, but once awakened nothing the dwarves have tried has been able to stop them.

Still true. No idea if they're related to our undersea kraken-whales.

Quote:


Have you decided on a source for your powers, and if so, what is it?

Not overall. I think the Summons work by drawing memories of life from the environment - not souls, but the impressions on the area made by things that lived here, which is why most of the Summons are animal-like.

And Ron - I see no problem with you being promoted. As Conwall said, the only question is how Norwhich deals in your adventuring absences, which I'd think we could make work.


Belym wrote:
DM Volsung wrote:

I have some questions for everyone

Belym

What were you and your kin fighting, when you died?

From way back in this thread:

Quote:


What were you Holding the tunnel against?
The tunnel.... Scattered underground are packs of golems. They're inert until they're disturbed, but once awakened nothing the dwarves have tried has been able to stop them.

Still true. No idea if they're related to our undersea kraken-whales.

Quote:


Have you decided on a source for your powers, and if so, what is it?

Not overall. I think the Summons work by drawing memories of life from the environment - not souls, but the impressions on the area made by things that lived here, which is why most of the Summons are animal-like.

And Ron - I see no problem with you being promoted. As Conwall said, the only question is how Norwhich deals in your adventuring absences, which I'd think we could make work.

Right, sorry. I forgot about the golems. also, I am so glad you said that. and I like that idea about the summons, but I more meant your channeling at all. If you specifically omitted that, thats cool, I have a few ideas


Female Dwarf Channeler 8 (23/28 hp, 1 armor, d4 damage, 2/15 xp) (Str -1, Dex +2, Con +3, Int +2, Wis +1, Cha +0)

The overall channeling I still don't have a particular answer for. If you've got something in mind, I'm game :-)


So guys, You are getting rumors of an opportunity, and you hear useful information. we have a kinda main-plot (Einora's circle), and every character has a personal arc. I'm wondering which arc we want these to be for? do we want to keep on the Einora thing, or would we like a little side-quest, and if so, for what, is basically what im asking.


Male Ifrit Rogue - HP:7/14 AC:17 T:13 FF:14 F:+1 R:+6 W:+0 Init:+7 Perc:+5 DrkVisn:60' Enl/Red Inspired PosAttack
Skills:
Intimidate+8 Use Magic Device+8 Pf:Dance+8 Diplomacy+7 Disguise+7 Acrobatics+6 Disable Device+6 Stealth+6 Perception+5 Climb+4

I just want the NPC contact (probably Allison or her kin). Sheridan needs someone normal to up their "not a monster" cred. Y'all can use the intel for your stuff.


Sorry guys, crazy RL stuff

Will be back ASAP to catch up.


HP: 22/22 | Gambit 0 | Def 0 | GG: 619 (+4026 infernal) | Aggressive 7.11 BM (6.0 Wiz -0 ongoing) | AC 4 | 1d8 | S 1 | D 3 | C 0 | I 3 | W 0 | CH 0 | Spells: Light, Prestidig., US, Shadow Walk

I'd like the carouse results to relate to Sheridan. I think it makes the most sense.


Male Ifrit Rogue - HP:7/14 AC:17 T:13 FF:14 F:+1 R:+6 W:+0 Init:+7 Perc:+5 DrkVisn:60' Enl/Red Inspired PosAttack
Skills:
Intimidate+8 Use Magic Device+8 Pf:Dance+8 Diplomacy+7 Disguise+7 Acrobatics+6 Disable Device+6 Stealth+6 Perception+5 Climb+4

Opportunities Sheridan would be interested in would be places to drop off denizens. (EG: a nice cave off the road for big poppa to become the legendary armored bear)

Would be cool if we could get a kiddie cultist for us to reform who might have some sick cultist intel... Could combine the NPC/intel/encorcel into a cute little kidnapped mermaid sidequest.

I'd love a chance to deliver a line like: "your god doesn't want me, I'm all gamey and... just... riddled with sea crabs."


Male Ifrit Rogue - HP:7/14 AC:17 T:13 FF:14 F:+1 R:+6 W:+0 Init:+7 Perc:+5 DrkVisn:60' Enl/Red Inspired PosAttack
Skills:
Intimidate+8 Use Magic Device+8 Pf:Dance+8 Diplomacy+7 Disguise+7 Acrobatics+6 Disable Device+6 Stealth+6 Perception+5 Climb+4

Forgive me if I'm over-reaching, I just got back from Independence Day II and binge-watched Alien and the Thing. It just seems to be the way I go when I'm thinking about this character. I can tone it down if it's clashing too much with the setting.


Sheridan Driftwood wrote:
Forgive me if I'm over-reaching, I just got back from Independence Day II and binge-watched Alien and the Thing. It just seems to be the way I go when I'm thinking about this character. I can tone it down if it's clashing too much with the setting.

You slept with a townswoman, and the resultant half-breed could go badly? is that accurate, or is it that mermaid... copulation is an... enthusiastic affair? or some other implication I've missed?


Male Ifrit Rogue - HP:7/14 AC:17 T:13 FF:14 F:+1 R:+6 W:+0 Init:+7 Perc:+5 DrkVisn:60' Enl/Red Inspired PosAttack
Skills:
Intimidate+8 Use Magic Device+8 Pf:Dance+8 Diplomacy+7 Disguise+7 Acrobatics+6 Disable Device+6 Stealth+6 Perception+5 Climb+4

Anything from simple concern over the woman's health after an incompatible and hilariously weird night, to what you just suggested, or possibly turning Allison's mother into a merfolk. Wherever on that spectrum of weird you want to go. I tried to leave it open enough that it wouldn't have to be retconned.

I wrote the thing Sheridan did, you can fill in the awkward outcome as you deem fits the setting. Whatever ressult you're most excited about.

I'm just embarrassed I picked the bed option, honestly. I don't want my morbid curiosity putting anyone off of their heraldic fantasy. I just can't help but keep making Sheridan more and more out of place, but I don't want to push that too far. It's making me really self-conscious.

I'm rambling. Does any of that make sense?

Edit: It hasn't happened to Sheridan before. They don't really know what would happen in this case. The only species whose copulation they haven't observed is their own, but the examples they have seen have been all the strange variety the wilds of this realm contains.


HP: 22/22 | Gambit 0 | Def 0 | GG: 619 (+4026 infernal) | Aggressive 7.11 BM (6.0 Wiz -0 ongoing) | AC 4 | 1d8 | S 1 | D 3 | C 0 | I 3 | W 0 | CH 0 | Spells: Light, Prestidig., US, Shadow Walk

Would it be possible to streamline and abstract gold somehow? Group gold is the easiest way ... but it is a pain to split everything out among the players for load distribution. What if we each just add the following to our gear sheet.

Assorted Gold (2 weight)

Then I can just keep track of all of our coin on my sheet (and can have it displayed next to my name). That way we still have the coin affecting everyone's load maximums, but book-keeping is easier.

Would that work for you Volsung?


sure, I'll be honest, never been a fan of the fiddley bits, so that sounds like a good compromise


Male Ifrit Rogue - HP:7/14 AC:17 T:13 FF:14 F:+1 R:+6 W:+0 Init:+7 Perc:+5 DrkVisn:60' Enl/Red Inspired PosAttack
Skills:
Intimidate+8 Use Magic Device+8 Pf:Dance+8 Diplomacy+7 Disguise+7 Acrobatics+6 Disable Device+6 Stealth+6 Perception+5 Climb+4

Sheridan had 40 coin. I've replaced it with a coinpurse (2 weight)


Male Human Cleric 6 26/26 HP | 14 XP | Bless, Sanctuary, Speak With Dead | -2 cast a spell, 2 hold (spend 2 to make camp, 5 to escape labyrinth), blessed

Zimran is sort of like the four horsemen of the apocalypse rolled into a single deity, and his followers are much the same way. It's not that Zimran himself is some sort of "the one and only evil" type deity, it's that he is the son of a deity devoted to "humanity" (as in sapient species) and the progress of civilization. As such, Zimran represents what the four horsemen did: the evils that destroys civilization from internal or external influences.

So as a rundown, there are four colors of horsemen: White, Red, Black, and Pale (though technically translated as a "sickly color").

White is the horse of conquest, and as an aspect of Zimran it is the only one he doesn't directly influences. With or without Zimran's influence war will happen, particularly war over limited resources or glorious victory and expanding empires. When this happens Zimran's influence immediately follows - the displaced and the downtrodden are subject to pestilence and violent outbursts.

Red is the horse of war, but not just war - endless violence. This is also something that happens without direct influence, but Zimran extends violent conflicts and creates the necessary conditions to promote infighting and prolong conflicts. Once the engagement happens this is when the followers and creatures corrupted by Zimran begin to spread blights, poison, and disease to spur extreme violence and revel in long drawn out sieges and conflict. To a cultist of Zimran the goal is that no matter who wins both sides are so decimated that the victory puts both sides in a worse position than before, and the governors of those nations have had to sell their soul for that victory.

Black is the horse of famine. This is one of the two tools Zimran revels in. Not only does Zimran and his followers explicitly ruin the natural resources needed to prevent famine, but he spurs creatures into frenzied consumption. The corruption of Zimran mirrors the lust for raw power Zimran had seeking to displace his father, and manifests as a literal desire to hoard and consume turning normal creatures into dangerous monsters that spread pestilence, eat ravenously, and violently take what they want. Even the plague wolves would take a farm as their den not only because the animals on the farm but because the building itself represents a lavish "cave" that their territory doesn't have.

Pale is the horse of death. While red and black are the colors of Zimran, this sickly horse is the wake of his destruction and the fruits of his labor.

-----

Basically the symbol of Zimran is a simple four spoke wheel each spoke representing the four stages: one for the initial conflict, one for the prolonged conflict, one for the spreading of blight and famine, and one for the dead wasteland left as the wheel has moves past. The wheel constantly turns and is unstoppable, so the followers of Iisac are there not so much for prevention as for restoration.

-----

So the plague wolves' bite would cause hemorrhaging disease, but the real danger is if one of Zimran's Ascended is nearby. The cultists of Zimran can reach a point where they have become too strong for their mortal bodies to contain their desires and impulses. These shadows seek out those in a weakened state to overtake the body and become an Avatar of Zimran.

These avatars are monstrosities that hunger for anything and everything. Starting as a famished human undead, these creatures begin eating other creatures, growing larger and stronger with each one. In a populated area (or even just populated with animals) they can become titanic giants that can destroy towns, but it takes many years of constantly eating to get that way. They take the features of the creatures they eat, so they can be sea creatures or have great wings. They will even eat metals and stone if strong enough to form armor or weapons, or even treasure hordes.

If they don't eat they cannibalize themselves until they literally each their entire mass and are just the ghostly Ascended again. Sort of like wendigos, but instead of being unstoppable like traditional wendigos they have to be defeated and the Ascended banished.

The Ascended also will say... set up a trap where Zimran's plague beasts can take down a suitable creature for them to forcibly take over.

Anyways, that was just my thoughts on the nature of Zimran and his followers.


Male Elf Level 6 Fighter (Armor 3, HP 25/25, xp 9/13 load 6/12) |STR 0|DEX 2|CON 1|INT 1|WIS 1|CHA 1

I feel like that's information you should have shared on our way to the farm...


Male Human Cleric 6 26/26 HP | 14 XP | Bless, Sanctuary, Speak With Dead | -2 cast a spell, 2 hold (spend 2 to make camp, 5 to escape labyrinth), blessed

Well it would only really matter once some vague force from inside the farm calls out to me. It's not like these would be normal happenings, and I think "plague-wolf" already hints at a wolf that can get you sick.

I probably would would not go into the tenants of Zimran, the legends of the Ascended, etc. I would just stress that this is not something to be taken lightly.


HP: 22/22 | Gambit 0 | Def 0 | GG: 619 (+4026 infernal) | Aggressive 7.11 BM (6.0 Wiz -0 ongoing) | AC 4 | 1d8 | S 1 | D 3 | C 0 | I 3 | W 0 | CH 0 | Spells: Light, Prestidig., US, Shadow Walk

Conwall, in our various campfire conversations, have you ever said anything to Ron to suggest that you would refuse to ride a horse?


Male Elf Level 6 Fighter (Armor 3, HP 25/25, xp 9/13 load 6/12) |STR 0|DEX 2|CON 1|INT 1|WIS 1|CHA 1

Nope. Horses are aok to elves!


HP: 22/22 | Gambit 0 | Def 0 | GG: 619 (+4026 infernal) | Aggressive 7.11 BM (6.0 Wiz -0 ongoing) | AC 4 | 1d8 | S 1 | D 3 | C 0 | I 3 | W 0 | CH 0 | Spells: Light, Prestidig., US, Shadow Walk

Then if it is ok with the group I'd like to spend 150 gold on two more normal horses and 400 gold on a warhorse for Ron. Belym, Tom, and Conwall would have a normal horse to ride, and Ron would have a warhorse. Conwall, if you'd rather have a warhorse (which seems more like a narrative difference) we can do that.

So that would be 650 of our 2258 gold. Or if Conwall wants a warhorse, then it would be 875.

A warhorse seems a bit out of character for Belym and Tom, but we could get war horses for everyone and sell Roach.


Male Elf Level 6 Fighter (Armor 3, HP 25/25, xp 9/13 load 6/12) |STR 0|DEX 2|CON 1|INT 1|WIS 1|CHA 1

What does a warhorse do that a regular horse won't? Conwall doesn't mind RIDING a horse, but fighting from one might cramp his style a bit.


HP: 22/22 | Gambit 0 | Def 0 | GG: 619 (+4026 infernal) | Aggressive 7.11 BM (6.0 Wiz -0 ongoing) | AC 4 | 1d8 | S 1 | D 3 | C 0 | I 3 | W 0 | CH 0 | Spells: Light, Prestidig., US, Shadow Walk
Conwall wrote:
What does a warhorse do that a regular horse won't? Conwall doesn't mind RIDING a horse, but fighting from one might cramp his style a bit.

It just changes the fiction.


Male Elf Level 6 Fighter (Armor 3, HP 25/25, xp 9/13 load 6/12) |STR 0|DEX 2|CON 1|INT 1|WIS 1|CHA 1

I think I'll go with a normal horse. That seems more like Conwall's thing. Ride to wherever we're going, get off the horse, fight people


HP: 22/22 | Gambit 0 | Def 0 | GG: 619 (+4026 infernal) | Aggressive 7.11 BM (6.0 Wiz -0 ongoing) | AC 4 | 1d8 | S 1 | D 3 | C 0 | I 3 | W 0 | CH 0 | Spells: Light, Prestidig., US, Shadow Walk

Alright, just noting some administrative things Ron will take care of before heading out to our next destination.

Buy two more normal horses. Give Roach to Conwall to be renamed.

Buy warhorse, renamed as Roach.

Adjust Selwyn's armor to fit Ron.

I've deducted 650 from the group loot.

I'd also like to take the Astral Ruby we recovered from the body of the huge demon at the cultist keep to the woman who identified the whip, etc.


Female Dwarf Channeler 8 (23/28 hp, 1 armor, d4 damage, 2/15 xp) (Str -1, Dex +2, Con +3, Int +2, Wis +1, Cha +0)

All of that sounds fine to me. Don't forget to buy rations for the horses as well!


Female Dwarf Channeler 8 (23/28 hp, 1 armor, d4 damage, 2/15 xp) (Str -1, Dex +2, Con +3, Int +2, Wis +1, Cha +0)

Quick note:
Things may be a bit nuts for a week or more, so my posting may be slow. I'll hopefully be able to manage at least 1/day though.


Male Elf Level 6 Fighter (Armor 3, HP 25/25, xp 9/13 load 6/12) |STR 0|DEX 2|CON 1|INT 1|WIS 1|CHA 1
DM Volsung wrote:
I will just say, Lexand's Farm is not an area that you will need the whole party for. Tom, another PC or two, and maybe some militiamen (Recruit hirelings) would probably do it.

-.-


Conwall wrote:
DM Volsung wrote:
I will just say, Lexand's Farm is not an area that you will need the whole party for. Tom, another PC or two, and maybe some militiamen (Recruit hirelings) would probably do it.
-.-

In my defense, you guys had bad rolls... and also, I'm sadistic.


Male Human Cleric 6 26/26 HP | 14 XP | Bless, Sanctuary, Speak With Dead | -2 cast a spell, 2 hold (spend 2 to make camp, 5 to escape labyrinth), blessed

I literally gained 5XP


Male Ifrit Rogue - HP:7/14 AC:17 T:13 FF:14 F:+1 R:+6 W:+0 Init:+7 Perc:+5 DrkVisn:60' Enl/Red Inspired PosAttack
Skills:
Intimidate+8 Use Magic Device+8 Pf:Dance+8 Diplomacy+7 Disguise+7 Acrobatics+6 Disable Device+6 Stealth+6 Perception+5 Climb+4

I'm gonna miss that extra sword. T.T


HP: 22/22 | Gambit 0 | Def 0 | GG: 619 (+4026 infernal) | Aggressive 7.11 BM (6.0 Wiz -0 ongoing) | AC 4 | 1d8 | S 1 | D 3 | C 0 | I 3 | W 0 | CH 0 | Spells: Light, Prestidig., US, Shadow Walk
Conwall wrote:
DM Volsung wrote:
I will just say, Lexand's Farm is not an area that you will need the whole party for. Tom, another PC or two, and maybe some militiamen (Recruit hirelings) would probably do it.
-.-

I almost made this exact post yesterday.


Female Dwarf Channeler 8 (23/28 hp, 1 armor, d4 damage, 2/15 xp) (Str -1, Dex +2, Con +3, Int +2, Wis +1, Cha +0)

You and me both, Ron!


sorry, that took longer than expected. but we're back together, and on the road to Ghostmoore


Male Human Cleric 6 26/26 HP | 14 XP | Bless, Sanctuary, Speak With Dead | -2 cast a spell, 2 hold (spend 2 to make camp, 5 to escape labyrinth), blessed

And I will level up.... eventually.

For right now I heal and wait. Does something happen for not sleeping?


Male Ifrit Rogue - HP:7/14 AC:17 T:13 FF:14 F:+1 R:+6 W:+0 Init:+7 Perc:+5 DrkVisn:60' Enl/Red Inspired PosAttack
Skills:
Intimidate+8 Use Magic Device+8 Pf:Dance+8 Diplomacy+7 Disguise+7 Acrobatics+6 Disable Device+6 Stealth+6 Perception+5 Climb+4

Angling for the Mailkeeper compendium class from the bottom of the Inverse World rulebook, if that wasn't clear.

Also, hope you all had a happy 4th.


2 people marked this as a favorite.

I thought so. also, yeah, I had a happy treason/good riddance day, thank you


2 people marked this as a favorite.
HP: 22/22 | Gambit 0 | Def 0 | GG: 619 (+4026 infernal) | Aggressive 7.11 BM (6.0 Wiz -0 ongoing) | AC 4 | 1d8 | S 1 | D 3 | C 0 | I 3 | W 0 | CH 0 | Spells: Light, Prestidig., US, Shadow Walk
DM Volsung wrote:
I thought so. also, yeah, I had a happy treason/good riddance day, thank you

I thought happy treason/good riddance day was June 23rd.


2 people marked this as a favorite.
Ron Bucanero wrote:
DM Volsung wrote:
I thought so. also, yeah, I had a happy treason/good riddance day, thank you
I thought happy treason/good riddance day was June 23rd.

Too soon! :)


Wait, what was my last advice? the farm thing? because that only nearly killed someone because of bad rolls. I promise the orb won't directly kill you. ;)


Female Dwarf Channeler 8 (23/28 hp, 1 armor, d4 damage, 2/15 xp) (Str -1, Dex +2, Con +3, Int +2, Wis +1, Cha +0)

Yeah, that's what I was referring to - it was intended to be in jest, though!


Female Dwarf Channeler 8 (23/28 hp, 1 armor, d4 damage, 2/15 xp) (Str -1, Dex +2, Con +3, Int +2, Wis +1, Cha +0)

I'm distinctly amused that my phone will now suggest kraken-whales as a completion after just three letters.

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