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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Volsung, do you interpret the Battlemaster's multi class move (2-5) to function like the bard's multi class move? Could I take the wizard's Cast a Spell move and also get spellbook and prepare spells along with it?


Ron Bucanero wrote:
Volsung, do you interpret the Battlemaster's multi class move (2-5) to function like the bard's multi class move? Could I take the wizard's Cast a Spell move and also get spellbook and prepare spells along with it?

yeah, thats how all multiclass moves work


DM Volsung wrote:
Meetch wrote:
DM Volsung wrote:
Meetch wrote:
MCKhaos on reddit mentioned there might be room for another player in this game. Is that true? I'll play any open class!
there is room, if the others don't mind. All the classes from Vanilla, Inverse world, and Grim world are available (except the battlemaster, ranger, paladin, channeler, rainlord, barbarian, and immolator). do any of them draw your eye?
Sorry, I didn't see this reply. If it's not too late, I'd love to play a Fighter!

Fighters are great! if you haven't already, would you quickly skim the play and discussion threads, so you aren't lost when you jump in. also, if you could say, when describing your character, what you are doing in Norwich, that would be helpful.

Can't wait to see what you come up with!

I skimmed both threads and I didn't see too much about elves, other than they are (rightfully) feared and they have accents not dissimilar to French. Please correct me if anything I post contradicts the existing fiction

Conwall D'Aronique comes from a good family, associated with (but not directly a part) of one of the great Elven houses: House Stags Leap. Raised along side the aristocracy, bred to carry a sword for them, trained to protect their interests in all things. Conwall had a bright future ahead of him, at least until one of the House Oakenheart's sons (not Anton, the heir. One of the surplus sons. Feckless bullies, the lot of them) accused him of compromising their sister's virtue.

Conwall was in a bit of a spot. To deny these claims would be to impugn the honesty of the Oakenhearts. To accept them would tarnish Larissa Oakenheart's good name, as well as his own. A wrong step in either direction could hurt his family's connection to Stags Leap, already tenuous after his Uncle (gone to the Grey Reaches long before his time, may Pelnore give him rest) lost both an important caravan and his life to a Ravenger raid.

Knowing any answer he gave would cost him dearly, Conwall opted for a third choice; to not give answer at all. Leaving in the dead of night, he made his way to a settlement close enough that his meager resources wouldn't be tapped too much but far enough that he was unlikely to encounter any of Oakenheart's goons. Norwich fit the bill nicely. He's likely to be crossing through the woods where the current encounter is taking place on his way in (the woods are at least plausibly Elven territory after all).


Conwall wrote:

I skimmed both threads and I didn't see too much about elves, other than they are (rightfully) feared and they have accents not dissimilar to French. Please correct me if anything I post contradicts the existing fiction

Conwall D'Aronique comes from a good family, associated with (but not directly a part) of one of the great Elven houses: House Stags Leap. Raised along side the aristocracy, bred to carry a sword for them, trained to protect their interests in all things. Conwall had a bright future ahead of him, at least until one of the House Oakenheart's sons (not Anton, the heir. One of the surplus sons. Feckless bullies, the lot of them) accused him of compromising their sister's virtue.

Conwall was in a bit of a spot. To deny these claims would be to impugn the honesty of the Oakenhearts. To accept them would tarnish Larissa Oakenheart's good name, as well as his own. A wrong step in either direction could hurt his family's connection to Stags Leap, already tenuous after his Uncle (gone to the Grey Reaches long before his time, may Pelnore give him rest) lost both an important caravan and his life to a Ravenger raid.

Knowing any answer...

okay, a few more questions, and then stat him up, and head over to the discussion thread for bonds.

  • Did you have a tryst with Larrissa, or was that simply a lie?
  • Are the Elves their own kingdom, or just a part of Tanard/Braxos (the two kingdoms we have established thus far)?
  • How common is it to see a travelling elf? Like, do you draw looks everywhere you go, or is it common enough to be uninteresting, or somewhere in between?


Surely not! Larissa Oakenheart, though lovely on the inside, is not especially comely. It's likely the rumor has been down by those no good Oakenheart boys to cause discord within the Stags Leap ranks. Besides, he'd never settle for Larissia when her lovely sister Annabella was unencumbered by suitors

We elves heed not the laws of man or dwarf. The heads of seven noble houses, divinely granted right to rule by Pelnore in his arboreal grace, form a ruling council. Our forests, glades and caverns are strictly off-limits from round ears outsiders.

Because the outside world cannot come to us, it falls upon elves to come to the outside world. All trade, diplomacy and occasionally warfare happens outside the bounds of eleven land. It's not uncommon to see as many as five elves in your adorably short lifetime. Elves living in the outside world for long periods of time is rare but not unheard of; the elven diaspora adds a rich tapestry of culture to the barbarians outsiders


So, unfortunately, We appear to have lost our Ranger, and our barbarian, and our Paladin is on sabbatical. even with the addition of a Fighter, we are on the market for a new player or two.

What I would like from any prospective players is class and race (All the classes from Vanilla, Inverse world, and Grim world are available except the battlemaster, ranger, paladin, channeler, rainlord, barbarian, and immolator). and an in-character description of what brings you to the small border town of Norwich.

you should also probably skim the play thread, found here.


I'm not super well versed on DW or anything, but I have a cleric from a defunct game I would enjoy playing. I'm setting up some 5e games on the forums right now so I won't be able to go back to normal posting until Monday, but I didn't want to ignore the opportunity because I want to know the game more intimately.

I can read some more about the game and fold myself in. The character is a traveling healer, sort of the old drunken priest seeking redemption for past sins type; so coming to a new location is fairly easy. He used to run with a nasty crew of slavers until he managed to get out, and now is trying to do some good in the world.


What's your policy on building classes with Class Warfare?

I have two written up that I'd like to try:
Sanguine Inquisitor
Hoardmaster

If those get shot down, I could play a ranger or thief... I don't have those other resources.


BastianQuinn wrote:

What's your policy on building classes with Class Warfare?

I have two written up that I'd like to try:
Sanguine Inquisitor
Hoardmaster

If those get shot down, I could play a ranger or thief... I don't have those other resources.

ummm... I'll admit, I don't love CW, if you would like, I can show you the playbooks for GW and IW


BastianQuinn wrote:

What's your policy on building classes with Class Warfare?

I have two written up that I'd like to try:
Sanguine Inquisitor
Hoardmaster

If those get shot down, I could play a ranger or thief... I don't have those other resources.

We have a great need for someone high strength based, like a barbarian.


We are also not the wisest bunch.


Ha ha no we are not. We'll be dying in the woods on our next perilous journey


Do you guys have any trouble doing damage?

I'm looking at a Collector of the Living, a Putty Golem, or a Hidden Walker. I don't generally play murder hobos.


BastianQuinn wrote:

Do you guys have any trouble doing damage?

I'm looking at a Collector of the living, or a Putty Golem. I don't generally play murder hobos.

If you aren't a fan of murder hobos, the skydancer is fun, or the Captain, or the mechanic. or of course the bard. Or a Templat, if you don't mind playing a Torture hobo


We do not have any trouble with damage. I'm a dex fighter. We have a dex battlemaster. We're just lacking someone strong. Not just because we can't carry much.


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Sick to death of the bard. =P

Templar looks fun, but it would be stretching too far to try and mash in Charisma and Wisdom and Strength and Constitution.

I'll think on my way home and come back with a character in a few hours.


BastianQuinn wrote:

Sick to death of the bard. =P

Templar looks fun, but it would be stretching too far to try and mash in Charisma and Wisdom and Strength and Constitution.

I'll think on my way home and come back with a character in a few hours.

Don't feel too pressured to have all of those as good stats (especially with the templar, who seems CHA+STR based). I look forward to seeing your character.


Any thoughts on my cleric?


Sheridan Driftwood, Merfolk Curator of the Traveling Arcadian Menagerie and actual for reals lost Merfolk. It's cool. They understand. Your king has really important territorial claim and whatever to this particular patch of inhospitable wasteland. It's a real bummer. They've got gills to water, and a slakeless greed for dangerously unique fauna, and neither one of them is getting done without gold. You've got a pointy thing, and they have a sparkly bit, and we're all going to go out there and make some money.

Sheri, or perhaps Dan--it's as it suits you, honestly--is a Collector of the Living, a Keeper of the Keys, and sports a brand spanking new Land Nautilusk, complete with it's own Load capacity. Don't let the Surreal and somewhat Whimsical nature of their wares deceive you. They have seen this before, and your story just happens to take place in their off hours. While you're protecting Norwitch from Wildlings, they will be fending off a violent and unforeseen mugging. They just need to test the waters. They just need a new home.


Iron Tom Bonney wrote:

I'm not super well versed on DW or anything, but I have a cleric from a defunct game I would enjoy playing. I'm setting up some 5e games on the forums right now so I won't be able to go back to normal posting until Monday, but I didn't want to ignore the opportunity because I want to know the game more intimately.

I can read some more about the game and fold myself in. The character is a traveling healer, sort of the old drunken priest seeking redemption for past sins type; so coming to a new location is fairly easy. He used to run with a nasty crew of slavers until he managed to get out, and now is trying to do some good in the world.

I feel like Iron Tom and Ron are kindred souls. Cleric would be super helpful. You'd have to get DM approval but you might like the cleric alternate class, the priest, better. It ditches Vancian casting.


Bonus plus: elves are nothing compared to a traveling zoo. The ultimate distraction is an aquatic attraction! The ultimate them to your sought for us. Be at peace, for I am your signif- sinister other. Also I have a Travelers' Licence. The key to every inn and court on this side of the mountains.


I really only have the SRD (and core book) for reference, but I'm not opposed to an alternate.


hiiamtom wrote:
Any thoughts on my cleric?

I like a good redemption case, and lord knows these guys will have a use for you. I like it. what would your god be like (we have 3 established so far, but we could have more)?

and what brings you here, are the slavers still nearby, or hae you fled far from them?

Are you evangelical, or apostate, or something in between (I know they aren't technically antonyms, but they give a nice scale, I think)?

Sheridan Driftwood wrote:

Sheridan Driftwood, Merfolk Curator of the Traveling Arcadian Menagerie and actual for reals lost Merfolk. It's cool. They understand. Your king has really important territorial claim and whatever to this particular patch of inhospitable wasteland. It's a real bummer. They've got gills to water, and a slakeless greed for dangerously unique fauna, and neither one of them is getting done without gold. You've got a pointy thing, and they have a sparkly bit, and we're all going to go out there and make some money.

Sheri, or perhaps Dan--it's as it suits you, honestly--is a Collector of the Living, a Keeper of the Keys, and sports a brand spanking new Land Nautilusk, complete with it's own Load capacity. Don't let the Surreal and somewhat Whimsical nature of their wares deceive you. They have seen this before, and your story just happens to take place in their off hours. While you're protecting Norwitch from Wildlings, they will be fending off a violent and unforeseen mugging. They just need to test the waters. They just need a new home.

so, are you gender neutral, or are you refering to yourself and your menagerie (like in a hive mind (In any other setting, I would just assume gender neutral, but fantasy, man.)

also, is there a lake or rver that you come from, or are you from the ocean (are you a freshwater, or saltwater merfolk, and is there a difference?)

What does your collection look like? also, what the hell is a nautilusk?


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Sheridan's species is biologically gender fluid, like a number of fish including the Clownfish. She may be exceptionally close to her collection, but telepathy would be impolite. The communications Sheri has with the collection are subvocal, like dolphin clicks, but they do require a medium for sound.

The Menagerie has been traveling for a long time, trying to find a body of water that suits the needs of the collection as a whole. Since Sheri keeps taking in strays, the collection keeps growing, and the requirements have been getting more and more obscure. Dan describes what he's looking for to land dwellers as "where the waters are as the air" The body of water they are from is probably something like the dead sea, an ancient seabed that has since dried up. If the party ever encounters another Merfolk, it'll be a huge surprise. There might be "that one encounter when the party finds a whole civilization of Merfolk" but it won't be soon, and Sheridan will find a reason to leave.

Sheridan carries something like a large lobster trap with a cloth tied down over it. Small limbs and glowing eyes peek out from the shadows. The creatures are colorful and foreign, like a caravan of Australian animals in the middle of Kansas. Frequently asked questions include "which side is the front?", "is that all one creature?", and "are you sure these aren't poisonous?"

Physically, Sheridan has tough, leathery skin, stocky extremities, and a long, thin body. Their demeanor is a bit Steve Erwin. While the others are rolling to resist being overcome with fear, they will be rolling to resist being overcome by cute.

TAM (the Nautilusk) is a large, amphibious cousin to the Nautilus. The females of the species develop sharp whorls like a narwhal's tusk. The empty cavities in her shell have been carved out for holding pens to keep dangerous creatures. Sheridan intends release them where they won't endanger others. The largest cavity has space enough for Dan to sleep. I'll need GM-approved size, control, passenger, armor and any other tags you deem applicable. TAM will probably stay outside like a horse/cart. It'll be a running joke that she's much faster in the water. TAM stands for Traveling Arcadian Menagerie.


The slavers are sea-based, so they would operate between coastal regions. They mostly operated by paying off locals to provide the poor, destitute, or imprisoned and brought them to other areas to sell as slaves and they relied on fast ships to evade the authorities.

I don't know the geography of region, but from what I gather it's mostly inland from the sea which is good for Tom Bonney because he is fleeing his past while at the same time trying to do good. He's terrified of meeting any of his old crew, and since he basically went AWOL as a ship's doctor they would likely drag him back and force him into working towards their ends - that is if they don't just remove his head from his shoulders.

He got away simply by choosing a moment the ships had to get out of dodge and just staying in a small tavern until the ships were simply gone. He ended up living in a transient home run by a monastic order of Hebron.

Hebron is an ancient deity of Civilization whose children were wicked and eventually killed their father. Of his three sons: Medan became repentant and went on a fast in the desert and established a civilization there providing for their needs, Iisac was visited by his father beyond death and was forgiven - and he carries the more popular religion continuing Hebron's teaching, and Zimran - the one who convinced his brothers to kill their father - went on to spread hysteria and disease. Zimran travels the world spreading his pestilence and Iisac follows in his footsteps cleaning up after his brother for all eternity.

Tom related to Iisac's story, and began a pilgrimage to provide relief for the lame and heal the sick. Ideally, his intersects the group because the town is recovering from some sort of outbreak that needed time to pass. Maybe something that just requires proper aide to allow the community to recover with a dramatic edge - like a hemorrhaging disease that really needs proper hygiene and isolating the sick for some time to recover.

Iisac is a deity of Healing and Restoration whose precept is Important Sacrificial Rites. The offerings are normally around preserving creatures with strange medical maladies or disfiguring deformations, the eventual goal is delivering them at one of the larger temples in an urban area and receiving a small written scroll with the seal of the church. These become prized possessions between the mostly transient clerics of the faith.

More standard offerings include medical herbs that are mostly ineffective, but commonly used a long time ago. These herbs are burned and the smoke inhaled to promote health and well being. These herbs are dried on the cloaks of clerics when their seedpods are still sticky (naturally the substance is eaten by insects to expose the seeds), and once they release their seeds they are ready for the offering - the seeds falling across the land to spread the growth medicinal herbs. Most consider these to be a weed that attracts ants.

I'm updating to include my pet deity if it sounds good for the setting.


Sheridan Driftwood wrote:

Sheridan's species is biologically gender fluid, like a number of fish including the Clownfish. She may be exceptionally close to her collection, but telepathy would be impolite. The communications Sheri has with the collection are subvocal, like dolphin clicks, but they do require a medium for sound.

The Menagerie has been traveling for a long time, trying to find a body of water that suits the needs of the collection as a whole. Since Sheri keeps taking in strays, the collection keeps growing, and the requirements have been getting more and more obscure. Dan describes what he's looking for to land dwellers as "where the waters are as the air" The body of water they are from is probably something like the dead sea, an ancient seabed that has since dried up. If the party ever encounters another Merfolk, it'll be a huge surprise. There might be "that one encounter when the party finds a whole civilization of Merfolk" but it won't be soon, and Sheridan will find a reason to leave.

Sheridan carries something like a large lobster trap with a cloth tied down over it. Small limbs and glowing eyes peek out from the shadows. The creatures are colorful and foreign, like a caravan of Australian animals in the middle of Kansas. Frequently asked questions include "which side is the front?", "is that all one creature?", and "are you sure these aren't poisonous?"

Physically, Sheridan has tough, leathery skin, stocky extremities, and a long, thin body. Their demeanor is a bit Steve Erwin. While the others are rolling to resist being overcome with fear, they will be rolling to resist being overcome by cute.

TAM (the Nautilusk) is a large, amphibious cousin to the Nautilus. The females of the species develop sharp whorls like a narwhal's tusk. The empty cavities in her shell have been carved out for holding pens to keep dangerous creatures. Sheridan intends release them where they won't endanger others. The largest cavity has space enough for Dan to sleep. I'll need GM-approved size, control, passenger, armor and...

Okay (you have no idea how funny I found the "Telepathy would be impolite" line, but that might be the root canal pain meds), but you can communicate with them, awesome! What sort of personality do they have (or are there a few vocal members with distinct personalities)?

and for TAM, I think Huge, Control +1, Fearless, +1 Armor, 4 Passengers (6 if you don't care about their comfort. Also, if you have an artistic bent, I would love to see a drawing of this thing, because I am having issues picturing how it gets around on land.


Iron Tom Bonney wrote:

The slavers are sea-based, so they would operate between coastal regions. They mostly operated by paying off locals to provide the poor, destitute, or imprisoned and brought them to other areas to sell as slaves and they relied on fast ships to evade the authorities.

I don't know the geography of region, but from what I gather it's mostly inland from the sea which is good for Tom Bonney because he is fleeing his past while at the same time trying to do good. He's terrified of meeting any of his old crew, and since he basically went AWOL as a ship's doctor they would likely drag him back and force him into working towards their ends - that is if they don't just remove his head from his shoulders.

He got away simply by choosing a moment the ships had to get out of dodge and just staying in a small tavern until the ships were simply gone. He ended up living in a transient home run by a monastic order of Hebron.

Hebron is an ancient deity of Civilization whose children were wicked and eventually killed their father. Of his three sons: Medan became repentant and went on a fast in the desert and established a civilization there providing for their needs, Iisac was visited by his father beyond death and was forgiven - and he carries the more popular religion continuing Hebron's teaching, and Zimran - the one who convinced his brothers to kill their father - went on to spread hysteria and disease. Zimran travels the world spreading his pestilence and Iisac follows in his footsteps cleaning up after his brother for all eternity.

Tom related to Iisac's story, and began a pilgrimage to provide relief for the lame and heal the sick. Ideally, his intersects the group because the town is recovering from some sort of outbreak that needed time to pass. Maybe something that just requires proper aide to allow the community to recover with a dramatic edge - like a hemorrhaging disease that really needs proper hygiene and isolating the sick for some time to recover.

Iisac is a deity of Healing and Restoration whose...

I like Iisac. is your preistly garb kinda like a plague doctor, or more traditional or what?

also, are these Slavers the vindictive sort?

and if there is a plague going through Norwich, it would probably be among the Militia, I think I would have you open there.


My militia would never suffer such an outbreak ... Well, maybe ...


Their personalities are part of how you'll be able to limit their efficacy. I may request a tag, but you always get a chance to balance it out. The running trend is that these are dangerous creatures that would be easily exploited by "the wrong kind of folk".

With a d4, like a wizard, I'd expect there will eventually be some kind of combat creature, though she'd be appalled to have them used in that way. I'm thinking of a swarm of something small or something more bulky and stationary like a turret. In TAM, they're supported by her internal ecosystem, but the ones in Sheridan's cage will have to stay fed by monster rations to stay useable after they're rummaged into existence. Something like ammo or the -1 to spellcasting to help contain the power creep. I can write up some examples to give you an idea, but it's a literal zoo and there's no limit to how many they can fish out.

Don't worry, though, Sheridan is reluctant to see any of his collection used to the point of abuse, and will spend most of her time in a support or utility role.


I'm dressed in simple, sturdy plain-colored clothing of a traveler. A bit portly I have a tendency to sweat a bit too much, and I have a simple wooden symbol of Iisac - which looks like a triangle where the base gets moved to interesting the top point (like this). His shirt has long sleeves, but he rolls them up above his elbow and leaves the ties at his neckline undone and casual. His cloak has small cloth loops all over his shoulders to tie herbs onto for drying. He's bald with a beard, and doesn't wear a hood over his head or a hat unless it's raining.

The slavers are extremely vindictive, but the never go more than an hour's march into land because their boats are too valuable. They are seamen through and through.

The militia would be a good place to start, I can be working in a quarantine with the mostly recovered patients remaining keeping their spirits up after such a lengthy bedrest,


Examples of fauna:
Voracious in this context would mean it requires feeding after each use if it's to be used again.

Tacky Sausage (Slothful, Voracious, Near)
This foot-long sea cucumber can eject the lining of its circuitous intestine, a material which will stick to anything. Generally produces a square meter of hindering terrain, makes a smooth wall traversable, or stuns a single target.

Vitriol Bellfrond (Delicate, Flighty)
Also known as Will-o-the-Wisp, this coral polyp fills its bladder with highly flammable gas which it uses to cross from body of water to body of water. Commonly used to light large spaces and slow down free-fall. Do not puncture!

Divingbell Remora (Cloying, Voracious)
Used by Merfolk to dress wounds, grants some number of HP when applied, stays on for hours. Requires full sunlight to medium shade to filter the water in its namesake water bladder. Itches like the dickens.


Good news everyone!

I have confered with my collegues, and We decided that we can take both of you, please join us over at the Game Thread. I look forward to seeing you there!

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