Dungeon World - The Moaning of Hollow Timbers (Inactive)

Game Master kdtompos

"To light a candle is to cast a shadow." ~ Ursula K. Le Guin

Basic Moves List


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Feel free to discuss further character creation here. We'll want to work on setting up bonds once we get the characters together, and I will eventually have some questions here needed to shape the first adventure.

First, however, I have a minor change in character creation that I want to point out. Instead of Alignment, I would like to use Drives. A drive defines whatever serves as the core motivation for your character. Maybe it's riches, or power, or romance, or fame, or loyalty, or safety... the list goes on more or less endlessly. This drive could be vague (e.g. Discovery), or specific (e.g. To catalogue a living journal of every creature, citizen, and culture I come across).

Through your drive you will be able to gain experience points in two different ways.

  • At the end of any session in which you made significant progress in this direction, you will gain an extra xp.
  • Any time your character willingly and substantially complicates the situation by following his/her drive, you will gain an xp. (e.g. A character who pursues romance would not get xp for kissing a random woman on the streets, even if her husband is nearby because the complication isn't substantially significant. Likewise, you wouldn't get xp if at the Duke's party the Duke himself discovers that you've been having an affair with the Duchesse, even though it's a significant complication it didn't come up at this moment willingly. However, if at the party you decide to grab the Duchesse around the waist, dip her low, and embrace her lips with your own in spite of the shocked and furious Duke nearby, that's an experience point!

Please ask any questions you may have, and don't feel rushed in this. I'll gladly work with you where I can.


Dotting.

GM Mogthrasir wrote:
Patrik Ström: I'm sending you another playbook that may suit your concept of a Troll Slayer more accurately than even the barbarian. I recently got the Grim World setting for Dungeon World, and in a lot of ways it has the same dark outlook that Warhammer does. There's a Slayer class playbook that seems a perfect fit for a, well, Slayer.

Thanks! I might have to look into the Grim World setting. I've just skimmed the Slayer class but after a first read through the barbarian seems to be a better fit. The slayer seems to be more of a bounty hunter killer kind of archtype. As I understand the Slayers of the old world they're more into it for the battle. Basically roam the earth until they find a opponent that can defeat them so they can have a glorious death in battle and lessen whatever shame that made them take the Slayer oath in the first place.

I'll get to work on fleshing out the character.


Sounds perfect. I just want to make sure you have the available options in front of ya!

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Here's what I have for my Princess so far!

Morgan the Princess?:
Name Morgan (officially, Prince Morgan of House Amberlain)

Class Princess!

Race Human. Morgan hasn't met anyone who's not a human before, but he's always been interested in meeting one! Surely they aren't the monsters that the tales say they are...

Personality Enthusiastic and compassionate, Morgan is a pleasant and hopeful force for his kingdom. In conversation he is quick-witted and charming, but never cruel. In his royal duties, he is devoted and eager. He is a bit inexperienced, having rarely left the palace in which he lives, and never having been outside the city walls, but he has heard about other places from old books and local tales.

However, from a young age he has had one consistent and immutable rebellious quality. Finding the tasks assigned to a prince of the kingdom arduous and boring, Morgan insisted--and insists--on taking on the duties of a princess instead. He takes equal delight in the elegant galas and the beautiful dresses he wears as he does in his study of the arts and in charity work throughout the kingdom.

Morgan's insistence on dressing femininely is met with a variety of reactions, but he is patient even with the most hostile. He is not so naïve to think that he can convince everyone to accept what some call his eccentric behavior (and what others call mad), or that he has not drawn some ire for it. That said, he holds a great hope that he can perform the duties of a princess to bring harmony to all the people of his land.

Morgan is small and willowy with delicate proportions, but he has a hearty endurance that seems equally born of good health and a cheerful will. He loves wearing ornate and lovely dresses, reveling in styles from near and far. He keeps his dark curls in a bob, and his soft features are brightened by lightly painted eyes and lips.

Crunch
STR 8 DEX 9 CON 15
INT 13 WIS 12 CHA 16
These are the stats provided by the handbook, and they're a little different from the core ones. Let me know if that's an issue.
EDIT: The above no longer applies, and I have changed the stats to match the core classes' stat lines.

Gear (Load 4): Dungeon rations (5 uses, 1 weight), short sword (close, +1 damage, 1 weight), cloth armor (1 weight, 1 armor), looking glass (1 weight)

Moves: The World is Made of ...!: Hope, Duty; Nemesis: Cold, Wrathful, (one more to be chosen by GM)


Hahaha, fantastic. I really think the princess is a fun looking class, but I never expected a drag-princess.

And yes, I would prefer the standard stats as outlined in core Dungeon World instead. The only difference, as far as I can tell, would be dropping Charisma down to 16 and bumping Wis up to 12. Thank you for noticing that and pointing it out.

I've noticed that some of the created playbooks assign different bonuses for scores (for instance: assigning the 12 a +1 bonus), and would prefer those to be standard as well - just for simplicity.
Standard array is as follows:
16 (+2), 15 (+1), 13 (+1), 12 (0), 9 (0), 8 (-1)

Since the question has come up in the other campaign I would like to preemptively advise, note the difference between Strength and STR. When the full name of the stat is referenced, it should indicate the full number (such as HP+Constitution... which should be base number plus the full constitution stat). When the abbreviation is referenced, it should indicate only the bonus (this is used pretty much everywhere but HP. Note that your Load is +STR... so only add the bonus).

Also, Morgan, as the game goes on you will be the character I turn to for information on royalty and likely nobility in this setting. You won't have to create everything, but I'll make a point of turning to you for details as I would with any of the others when dealing with specifics of their race/culture.


*** THE FLUFF ***
Name: Skorabor Skalfgrin Boulderback. It’s been awhile since he could say his name with pride. These days he keeps it short. Skorabor is enough.

Background
Skorabor is the youngest son of the Boulderbacks of Stoneshire, a dwarven stronghold carved into the mountain. The Boulderback family long enjoyed a prosperous and influential seat in dwarven society until recently when it was revealed that much of the family’s prosperity could be attributed to cooked bookkeeping and bribery, a great dishonor in dwarven culture. Great artisans and crafters by nature the need also arose for them to be excellent merchants, diplomats and accountants. This makes crooked bookkeeping and other shadowplay downright loathed within the dwarven community. A dwarf’s promise is a promise set in stone. Faced with the real threat of being shunned by all dwarven kind the patriarch of the family, Skorabor’s grandfather, invoked an ancient dwarvish law that allows the sins of the family to fall upon one member absolving the others from all wrongdoings. The selected family member must take the oath of the Slayer, to travel the world seeking honor and glory in combat to repair the tarnished reputation. Being the youngest, this burden fell on Skorabor.

Personality
While still new to the life of a slayer Skorabor has adopted to his new situation remarkably well. He used to feel more comfortable in a study gripping a quilled pen each day that goes by he favors the feel of his great sword in his hands. He has become more and more boisterous and aggressive, a clear shift from the previously quite timid dwarf. He still keeps to the old dwarven traditions of truth and honesty, as though the slayers forsake their previous standing they are still expected to uphold the heritage of the dwarven race. He secretly resents his family for placing this burden upon him but loyalty and dwarven customs prevent him from voicing any negative thoughts of them.

Appearance
Much like his family name suggests Skorabor is built like a brick, even compared to other dwarves. While he prefered books and studies in his youth he did not neglect staying in shape. Also coming from a hardy stock hasn’t hurt either.

You can tell by Skorabor’s appearance that he has recently taken the Slayer oath. Part of the ritual of becoming a slayer the dwarf in question must closely crop his beard and shave off all the hair on the top of his head. From that they onward the dwarf may never shave or cut his hair, as it will now bear witness of his prowess in battle. The longer the hair and beard, the mightier the slayer. Dwarven runes tattooed on his back tell of the sins of his family, a symbol of the weight that he carries. His arms remain unmarked as of yet as they are reserved for the great deeds a slayer achieves in the quest regain his family’s honor.

*** THE CRUNCH ***
Class: Barbarian
Race: Dwarf
Str: 16 (+2), Dex: 12 (+0), Con: 15 (+1), Int: 9 (+0), Wis: 8 (-1), Cha: 13 (+1)

STARTING MOVES
Unencumbered, Unharmed - So long as you are below your Load and neither wear armor nor carry a shield, take +1 armor.
Herculean Appetites - Others may content themselves with just a taste of wine, or dominion over a servant or two, but you want more. Choose two appetites. While pursuing one of your appetites if you would roll for a move, instead of rolling 2d6 you roll 1d6+1d8. If the d8 is the higher die of the pair, the GM will also introduce a complication or danger that comes about due to your heedless pursuits. [Conquest] [Fame and Glory]
The Upper Hand - You take +1 ongoing to last breath rolls. When you take your last breath, on a 7–9 you make an offer to Death in return for your life. If Death accepts he will return you to life. If not, you die.
Musclebound - While you wield a weapon it gains the forceful and messy tags.
What are you waiting for? - When you cry out a challenge to your enemies, roll+Con. ✴On a 10+ they treat you as the most obvious threat to be dealt with and ignore your companions, take +2 damage ongoing against them. ✴On a 7–9 only a few (the weakest or most foolhardy among them) fall prey to your taunting.

Load: 10 (8+str)
Damage: d10
HP: 23 (8+constitution)
Equipment: Two handed sword (close, +1 damage, 2 weight), Adventuring gear (1 weight) and dungeon rations (5 uses, 1 weight)

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I standardized my stats in my last post. I also completely missed the wordplay of drag-princess when choosing this concept. :P

As far as drives go, the Princess playbook actually lists some options. I might delay on selecting one until we get into the actual story, since I've described Morgan as fairly isolated from the events of what looks to be developing into a fairly dangerous world. All of the listed drives are appealing, but they assume that we're all out adventuring already I think, and that would indicate a radical change in Morgan's usual life (perhaps with interference from his mysterious Nemesis?).

The playbook also lists some backgrounds, which look like the have assumed the place normally reserved for racial moves. I was thinking Morgan hails either from A Poor Kingdom or A Warring Kingdom (I'm more inclined toward the former I think), although these unpleasant facts have been deliberately kept from the sheltered, well-off prince(ss). Along the same lines, I'm sure Morgan will be happy to provide information on the royalty and nobility, but it will most likely be second-hand from dubious advisors or out-of-date musty history tomes.

Skorabor looks really interesting by the way! I like thinking that, with so many competing craftsmen and merchants, this kind of book-cookery goes on a lot more than the dwarves would care to admit to either other races or in public discourse. It depends whether the dwarves hold tightly to their traditional values, or whether they've "fallen" into a perceived Silver Age (as opposed to the Golden Age) of corruption, with many loudly bemoaning this moral failure even as they secretly embezzle, or whether the dwarves have been crooked for as long as they've made their significant amounts of gold!


Hey all, this looks awesome! I'm looking forward to figuring out what our bonds are, why we're together, and what we'll be up to in this grim-yet-dashing-and-fashionable world.

MechaPoet, I love the gender play of making a boy princess, and Morgan looks like a lot of fun.

Morgan or Mogthrasir, can you share the Princess playbook with the rest of us? It'll help me understand the character and how we might work together.

Patrik, Skorabor looks really cool too. Nice elaboration on the slayer idea, and I like the idea that he became a slayer more out of duty than (directly) out of shame.

In terms of Drives, I'm not sure exactly where to dive in. The default (alignment) drives for druids are:
* Destroy a symbol of civilization.
* Help something or someone grow.
* Eliminate an unnatural menace.

Honestly, I could just go with one of those or create something new, but I like MechaPoet's idea of picking a drive as part of the process of relationship-building and world-building.

Mogthrasir, how have you done this before? Do you want to say a bit about the world or why we know each other? I'm happy to throw out ideas too, but want to know what you and what we initiate.

Some initial thoughts:
* Maybe Horn's forest has been felled/ravaged by some (possibly mechanical?) abominations, and he's out for revenge, to stop them from destroying more, and along the way to find a new home. In this scenario, he might take on some or all of the party as his new tribe, and consider it his duty to protect and guide them
* Maybe he's simply had visions of a danger on the horizon, and he's off on a quest to find what it is and do what he can to stop it, before it reaches his beloved forest. In this scenario, other (older?) druids and chieftains are guiding his people.
* Either way (like Morgan, though from a completely different directon) he'll be in the process of discovering the world they're adventuring in.

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The Princess - I'm just going off the sample in the Full-size preview (underneath the cover thumbnail).

I was also thinking about picking up the Princess' Fighter multiclass move, but applying it to the Brute to pick up the "Is That All You've Got?" move. This would make Morgan a kind of charisma- and friendship-based buffer and even maybe a little bit tanky.


Indeed, Skorabor looks great. It should provide for some great interactions with other dwarves as well. Will he be shunned because of his exile? Or will he be looked upon with a modicum of honor because he strives to bear the shame and make reparations? We'll see.

There should be enough information about our 5 characters now to begin writing bonds. You are encouraged to either use some of the bonds already listed on your class' playbook, or come up with some of your own. I would like at least 2 bonds (though you could have up to 8 as the maximum I'd let you start with is 2 for each other character).

If you're not sure how bonds work, here's a quick rundown:

Bonds:
Bonds are the things that connect you all to each other. They are usually somewhat vague, as in "_____________'s ways are strange and confusing." (One of the Barbarian bonds). Once you assign a bond to someone, I may ask some questions to help flesh it out a bit, like: What first struck you as different about this character? That character can help you as well in answering these questions, which will help us understand how the characters work together. The number of bonds you have with someone will be the modifier used when you work together (any move where you Roll+BONDS)
At the end of an adventure, if both you and the character you have a bond with feel that the bond was resolved during this adventure (for the example above, say something in this adventure really helped you understand why this character acts the way he/she does) then you gain an xp point, erase that bond, and write in a new one.

mechaPoet: The 5 of you will actually begin together, in the midst of a dangerous situation. In Dungeon World, the openning adventure opens straight to action! But that's why we spend a little time answering some questions about what brought us there and what our objective is before we launch into it. So if you want to hold off a bit on deciding drives, I have no problem with that. But you should all assume that you begin this adventure with at least a basic familiarity with each other (even if you just met the night before... as long as it's enough to form some basic bonds).

And yes, Backgrounds in this instance would serve in the capacity that racial moves normally would. If you would prefer having a sense of where this adventure begins before making this decision as well, then anticipate a detailed post from me tomorrow.

In the upcoming post I will describe the openning adventure just as it will open in the game thread. But it will be paused in limbo as we answer some questions about why you're there, what you're after, etc. That should help anyone who's not sure how you fit together to get a better idea, and maybe you can decide that as a group.

Full list of characters (with handy links):


mechaPoet wrote:

The Princess - I'm just going off the sample in the Full-size preview (underneath the cover thumbnail).

I was also thinking about picking up the Princess' Fighter multiclass move, but applying it to the Brute to pick up the "Is That All You've Got?" move. This would make Morgan a kind of charisma- and friendship-based buffer and even maybe a little bit tanky.

Thanks for linking that for me.

And I have no problem with her taking that option from the Brute as the Princess' multiclass advanced move.


Hello, hello! Gilder, your dashing hero and fearless leader, checking in!

I have an appointment followed by volunteering followed by PFS today, so I don't have much time to... well, do much of anything, but I'm checking in anyway. I'll have a think about Gilder's drive, too... in his last game, it was the Neutral alignment drive. "Show off your moves"!

Also, because the avatars here are somewhat lacking, Gilder basically looks like a blond Abadar. Meh.


Horn, Druid of the Great Forest wrote:

Hey all, this looks awesome! I'm looking forward to figuring out what our bonds are, why we're together, and what we'll be up to in this grim-yet-dashing-and-fashionable world.

MechaPoet, I love the gender play of making a boy princess, and Morgan looks like a lot of fun.

Morgan or Mogthrasir, can you share the Princess playbook with the rest of us? It'll help me understand the character and how we might work together.

Patrik, Skorabor looks really cool too. Nice elaboration on the slayer idea, and I like the idea that he became a slayer more out of duty than (directly) out of shame.

In terms of Drives, I'm not sure exactly where to dive in. The default (alignment) drives for druids are:
* Destroy a symbol of civilization.
* Help something or someone grow.
* Eliminate an unnatural menace.

Honestly, I could just go with one of those or create something new, but I like MechaPoet's idea of picking a drive as part of the process of relationship-building and world-building.

Mogthrasir, how have you done this before? Do you want to say a bit about the world or why we know each other? I'm happy to throw out ideas too, but want to know what you and what we initiate.

Some initial thoughts:
* Maybe Horn's forest has been felled/ravaged by some (possibly mechanical?) abominations, and he's out for revenge, to stop them from destroying more, and along the way to find a new home. In this scenario, he might take on some or all of the party as his new tribe, and consider it his duty to protect and guide them
* Maybe he's simply had visions of a danger on the horizon, and he's off on a quest to find what it is and do what he can to stop it, before it reaches his beloved forest. In this scenario, other (older?) druids and chieftains are guiding his people.
* Either way (like Morgan, though from a completely different directon) he'll be in the process of discovering the world they're adventuring in.

Good questions!

Drives: In the other Dungeon World game I'm running, I've made these pretty vague (or am interpretting them as vague, even if stated specifically). Those three examples you listed, for instance, I would credit experience for in the more general areas of:

  • Heavily favoring or promoting the natural over the civilized, urban, or manufactured...
  • Building and fostering things, whether that's people, cultures, what-have-you...
  • Fighting against anything unnatural (quite loose on what you would consider "unnatural")

The intention here is that it wouldn't need prior knowledge of what the group might get into or pursue (since every adventure that may change). You know that your character likes to build things and see them grow, for instance, so in whatever adventures might come you are striving to promote your fellow adventurers, see the people and civilizations you encounter flourish instead of just survive, etc.
Secret: Your drive also gives me an insight into what motivates you as a player. Again, if you strive to see things grow then it serves as a focus for me to make sure that I highlight character growth and the way your group is helping to build the world around it... or tricks I can use when I want to anger your character >:)

Horn, Druid of the Great Forest wrote:
Mogthrasir, how have you done this before? Do you want to say a bit about the world or why we know each other? I'm happy to throw out ideas too, but want to know what you and what we initiate.

If you want to wait until I can set up the openning adventure tomorrow, that's fine. It might help give you guys some of the focus you're looking for. The mechanics of Dungeon World are also very different from what you're probably used to. I've set up a very generic setting just to establish a bit of flavor for this world, but the rest is undefined and will remain so until we as a group define it. Even if I have plans for how I currently see it playing out (and I have several), those are held very loosely as they'll likely change according to what you guys do and create.

Think of it like ripples from throwing a stone into a lake. I will, with the first post, describe where the you all (the rock) are in the world and what the immediate threat or struggle is. The rest will only be defined as ripples from this expose it. Because we have a halfling, a dwarf, a northman, a dandy, and a prince(ss) - we have already begun to define those parts. But unlike other settings, I'm not keeping the rest a secret from you - it's actually blank. As we play I begin to sketch some structures and overarching themes, but may ask you as players to put some skin on those bones.

Example: Maybe just outside of town I describe another halfling that's been watching your group for the past week, who finally gathers enough courage to show himself. And surprise, you know him! But then I ask you to tell me how. What you describe will help shape the world (as well as that halfling). If you make up a town you used to live in, or an organization you used to be a part of, or some struggle you both rallied against, then that thing becomes a part of the fiction now.


And Morgan, I'll be thinking about your Nemesis as well. Questions for you as I do so...
What is he/she after that you possess?
How well do you know this person? Close, familiar, or have you never met?

And I finally created the gameplay thread so that you can dot this campaign. I forgot how much harder it is to track conversations and updates without that. Apologies for taking so long to do so.


Princess 1, 1 xp | hp 9/14, armor 1 | Str: 9 (+0), Dex: 12 (+0), Con: 8 (-1), Int: 13 (+1), Wis: 15 (+1), Cha 16 (+2)

Crunch update: So originally, I based Morgan's stat line roughly on my, the player's, own, although certainly with a modest boost to Constitution. Now, on a related note, I had to run for (and then miss) a connecting bus today. Having run only a paltry distance, I was basically dying, sooooo I think I can no longer in good faith have Morgan's Constitution that high. I'm thinking Cha>Wis>Int>Dex>Str>Con instead.

For the Nemesis, I was thinking they would be someone who wanted to kill him for his ability to inspire hope in the people of the kingdom--I think it'll be A Poor Kingdom--and wishes to see him fail for some reason. Either the outcome of a hopeful kingdom is hateful to them, and/or they don't want the job done by a drag-princess. I don't know if I would know them or not. I'm imagining that they betrayed Morgan and forced him to flee/sent him into exile, which is why he's now out adventuring. He didn't suspect anything or anyone, so I was counting on that third tag from you to determine the nature of them (unless you don't choose a noun).


OK, consider these a work in progress...

Drive
Prey on the unnatural. Many halflings choose to live life like the fieldmouse, hidden under the feet of humans. I choose to live like the owl, hunting those that would destroy nature’s balance.

Bonds
____Morgan___ smells more like prey than a hunter. I will protect him or can teach him to live like a predator.
The spirits spoke to me of a great danger that follows ___Skorabor___.
I have showed ____Karm___ a secret rite of the Land. ...Though hell if I know what it is, yet! ;0)


Morgan Amberlain wrote:

Crunch update: So originally, I based Morgan's stat line roughly on my, the player's, own, although certainly with a modest boost to Constitution. Now, on a related note, I had to run for (and then miss) a connecting bus today. Having run only a paltry distance, I was basically dying, sooooo I think I can no longer in good faith have Morgan's Constitution that high. I'm thinking Cha>Wis>Int>Dex>Str>Con instead.

For the Nemesis, I was thinking they would be someone who wanted to kill him for his ability to inspire hope in the people of the kingdom--I think it'll be A Poor Kingdom--and wishes to see him fail for some reason. Either the outcome of a hopeful kingdom is hateful to them, and/or they don't want the job done by a drag-princess. I don't know if I would know them or not. I'm imagining that they betrayed Morgan and forced him to flee/sent him into exile, which is why he's now out adventuring. He didn't suspect anything or anyone, so I was counting on that third tag from you to determine the nature of them (unless you don't choose a noun).

Sounds great with the stats. Nothing's set in stone yet, so no worries there.

Hmmm, the thing you possess that this person is after is hope. That's quite the curveball, I like it. For the third tag, I'll pick Beautiful. The playbook is unclear, and I'm comfortable going either way with it. But would you like to describe the nemesis, in broad strokes. Or would you like me to use what you've given and describe him/her, also in broad strokes?

Horn, Druid of the Great Forest wrote:

OK, consider these a work in progress...

Drive
Prey on the unnatural. Many halflings choose to live life like the fieldmouse, hidden under the feet of humans. I choose to live like the owl, hunting those that would destroy nature’s balance.

Bonds
____Morgan___ smells more like prey than a hunter. I will protect him or can teach him to live like a predator.
The spirits spoke to me of a great danger that follows ___Skorabor___.
I have showed ____Karm___ a secret rite of the Land. ...Though hell if I know what it is, yet! ;0)

Looks good.

What do you know of this great danger that follows Skorabor? What did you see? Be as vague or descriptive as you'd like.

And perhaps Karm can voice in on this, as to what secret rite you might have shown him. Perhaps it's something unique to the Great Forest, as he's likely more familiar with the northern tundra.


Princess 1, 1 xp | hp 9/14, armor 1 | Str: 9 (+0), Dex: 12 (+0), Con: 8 (-1), Int: 13 (+1), Wis: 15 (+1), Cha 16 (+2)

Nemesis
Tags: Cold, Wrathful, Beautiful Considering what I explain below, I think that my Nemesis is starting to sound like Azula from Avatar: the Last Airbender...
All right, with this, I think that my Nemesis is a would-be tyrant who wants to control the people of the kingdom through fear, either someone below me in line for the throne, or a corrupt adviser to someone in my family. The hope I represent is in their way of their control by fear, so they plotted to have me killed. Their attempt was foiled (by either someone warning me about or rescuing me from the assassination), but now I have fled into the wilderness/countryside/what have you because the palace is no longer safe for me. Which leads to...

Drive
Right a wrong. I have been driven out of my comfortable life of sheltered wealth and comfort. I have seen the poverty of my people and the fear that controls them. I will--I must, for it is my duty--give them hope and end their tyranny.

Bonds
_____Karm_____ is a former subject of my kingdom.
_____Skorabor_____ does not believe in themself. I hope to change that.
I have seen _____Horn_____ in my nightmares.
_____Gilder_____ is my trusted confidant.
_____Gilder_____ trusts my word completely.


Dang. I had the intro all written up, and when I went to post the site was down. I haven't been able to recover it, so I'll work on writing it up again ;)


Horn is honored to have shown up in your nightmares! Happy to be developing a very fierce halfling.

Karm was a former subject. Interesting. Does that out your kingdom in the North? Or was it in one of his banishments?

GM, doh! Sorry to hear. Too late for today but may I heartily suggest composing in Google docs (or notepad or something that saves automatically)? I can't say how much frustration it's spared me since I made the switch.


This is how the first adventure will open. Please do not post any actions or intentions yet. Instead, you will find a number of questions following it that we will answer as a group before we get things started. Then, once the game starts, you may act as you wish.

--------------------------------

It’s comfortable in your room. Blankets surround you and the atmosphere is quiet save for the gentle breeze the brushes against the windows, the rhythmic chirping of crickets outside, and the steady breathing of the others. There’s no moon this evening, but a warm glow leaks through the space beneath the doorway from the dim lanterns in the hallway. This is the second night you all have slept in this room on the top floor of the Watchman’s Inn near Karl’s Creek, though this night is proving far more difficult to stay awake through. The serene atmosphere and nature’s lullaby outside weighs heavy on your eyelids and you find your mind often drifting toward the sea of dreams. You’re not sure how much longer you can fight this…

Your eyes snap open. You’re not sure how long that last blink was, but it was only supposed to be a couple seconds. Something snapped you out of your struggle with slumber. It’s completely dark in your room now, as the light from the hallway must be out. Did that just go out? I didn’t think they ever snuffed that lamp? You can feel the subtle shift in the air as your door slowly glides open, accompanied by the smokey scent of the hearth two floors down. It’s also eerily silent. You expected there to be a sound: footsteps, creaking boards, something; but it seems that even the crickets outside have ceased their song. All you can hear is your own breathing now, but you can feel them. They’re here.

Even though your heart is thundering within your chest now, you’ve been anticipating this. Timing, though, in moments like these is a rather fickle thing. Act too soon and you waste the element of surprise, act too late and you’re dead. You can sense them spilling into the room even though you neither hear nor see a thing. You pray to whatever god may be listening that the others haven’t fallen asleep.

You feel a subtle touch as something leans lightly against the frame of your bed, followed by the sound of a deep breath as a weapon is drawn and raised deliberately above your chest. If there’s ever a time to act, this would be it. What do you do?

--------------------------------

Pick one of the following options and answer it for your character however you’d like. Once one has been picked it is removed, and the others must pick amongst the remaining options until each category is covered.

  • Knowledge is Power – You know something the others don’t, something beneficial. Maybe it’s a weakness of these creatures, maybe it’s something about this evening or area, or maybe it’s something about their plan that they wouldn’t want you to know. Maybe it’s something else altogether. What do you know? And how did you come across this information?
  • Ignorance is Bliss – You also know something the others don’t, but this is something you wish you didn’t know… something dark. Maybe it’s a flaw in your plan, or something you realize you weren’t prepared for. Or maybe it’s a dark prophecy or vision you just received. Whatever it is, it complicates matters quite a bit and you’re the only one who realizes it. What do you know? Again, how did you come across this information? *Why would I want to choose this? Because someone’s going to have to. And wouldn’t you rather choose the complication than leave it up to someone else?
  • According to Plan – You’ve set something into motion that will help give your group an advantage. Maybe it’s a trap, or an escape option, or something more complex that will help you gain the offensive. Whether it’s something you can control directly, or relies on something else, you’re confident it will come into play at some point. What’s your trick or plan? How did you set it up, and what will set it into motion? Do the characters know about it? *And it will happen, don’t worry.
  • Speak Softly… – You’re safely hidden somewhere, unlike the other four, and are confident you can remain there until the right moment to press your advantage. You may be hidden in the room, outside the room or even outside the inn. You may even be hidden in plain sight. And unless something big happens, or you reveal yourself (intentionally or unintentionally) you are currently out of danger. Where are you? How did you get there, and how long have you been there? Be prepared to answer more questions depending on the nature of your concealment.
  • …and Carry a Big Stick – You possess something that will prove quite the boon. Maybe it’s an item (in addition to the gear you begin with), maybe it’s a favor or a contact, maybe it’s a secret (similar to the first option), or maybe something else. Whatever it is, you came prepared and this should help. If it's something magical, the effect is minor and rather specific to this occasion. What do you have? How did you get it and how do you know it will help? How are you hiding it?

Now a number of other questions to sort out. Answer as many or little of these as you’d like, but they should come from the group as a whole rather than just one person. So it would be best to just answer one or two at first until everyone has had a chance to give input. Also, feel free to work together on answers.

  • What are these things? Pick at least three things you “know” about them. Some of these will be rumors, however, and I will choose which ones.
  • What are they after? Is it you specifically they’re after, or something you possess? What is that, or why are they after you?
  • What brought you here? What is your group trying to accomplish?
  • How did you know these things were coming?
  • Does anyone else know you guys are here, besides the inn keeper. Who and how?
  • Why are all of you working together on this?
  • How did you all meet? Is it specifically for this, or have you been working together for a while? If the latter, on what?
  • What are the rumors concerning Karl’s Creek and the surrounding woods? Some of these may be true, or they may all be just rumors.

As I come up with more, I’ll ask them. Don’t feel rushed on this as I know people are still working on character crunch and most are still working out bonds. This may help you build bonds, in fact.


Morgan Amberlain wrote:

Nemesis

Tags: Cold, Wrathful, Beautiful Considering what I explain below, I think that my Nemesis is starting to sound like Azula from Avatar: the Last Airbender...
All right, with this, I think that my Nemesis is a would-be tyrant who wants to control the people of the kingdom through fear, either someone below me in line for the throne, or a corrupt adviser to someone in my family. The hope I represent is in their way of their control by fear, so they plotted to have me killed. Their attempt was foiled (by either someone warning me about or rescuing me from the assassination), but now I have fled into the wilderness/countryside/what have you because the palace is no longer safe for me. Which leads to...

Drive
Right a wrong. I have been driven out of my comfortable life of sheltered wealth and comfort. I have seen the poverty of my people and the fear that controls them. I will--I must, for it is my duty--give them hope and end their tyranny.

Bonds
_____Karm_____ is a former subject of my kingdom.
_____Skorabor_____ does not believe in themself. I hope to change that.
I have seen _____Horn_____ in my nightmares.
_____Gilder_____ is my trusted confidant.
_____Gilder_____ trusts my word completely.

Looks great! Horn brought up some good questions concerning how Karm was a former subject... whether your kingdom stretched to his land in the north or whether it has been a part of his exile.


Princess 1, 1 xp | hp 9/14, armor 1 | Str: 9 (+0), Dex: 12 (+0), Con: 8 (-1), Int: 13 (+1), Wis: 15 (+1), Cha 16 (+2)

Horn is in my nightmares, sure, but is it a nightmare because of you or something else? >:)

I imagine that Karm was banished from my kingdom--considering his age, it was mostly likely before I was even born. I don't know if my kingdom is in the north. That depends on whether Karm was born a Northman, or became one.
________________________________________

•Speak Softly…
Where are you?
Hidden in the closet of Gilder's room.

How did you get there, and how long have you been there?
It was agreed that I should be the one to hide, and I have been waiting in the closet since we "retired" for bed.
________________________________________

Other questions:
What are these things?
Living shadows, restless spirits pressed into service of dark magic. They assume the rough shape of the necromancer that bound them, but without faces.

Does anyone else know you guys are here, besides the inn keeper. Who and how?
My sister Leona. After saving my life with her skill at arms (I certainly know no one who can best her in a fight sword fight), she bade me flee to this inn, and promised to meet me here soon. She hasn't arrived yet, though...


Morgan Amberlain wrote:

________________________________________

•Speak Softly…
Where are you?
Hidden in the closet of Gilder's room.

How did you get there, and how long have you been there?
It was agreed that I should be the one to hide, and I have been waiting in the closet since we "retired" for bed.
________________________________________

Scandalous. Although, if I'm understanding this right, it will need the ok from Gilder as well since it involves his character. If he's good with it, it's golden. If not, then you'll want to find something else... maybe he doesn't know you're there?


Princess 1, 1 xp | hp 9/14, armor 1 | Str: 9 (+0), Dex: 12 (+0), Con: 8 (-1), Int: 13 (+1), Wis: 15 (+1), Cha 16 (+2)

Yeah, as always, these are all just proposals for ideas. The reason for my hiding can tie in with another question answered:

What are they after?
They are after Morgan (although not necessarily just him), and have been sent by his Nemesis!


Mogthrasir, fun spooky opening! Is that meant to be one of ours' experience? Or everyone's?

* Why are all of you working together on this?
* How did you all meet? Is it specifically for this, or have you been working together for a while? If the latter, on what?

Horn [and some others? maybe up to all but Morgan?] have been tracking rumors of necromancy / living shadows. For Horn, this is about his drive to prey on aberrations that twist and distort nature. For others, perhaps it's for honor (Skorabor)? Or knowledge/power (Karm)?

Given that Gilder is Morgan's trusted confidant, maybe they have known each other longer, and just last night the three oddball hunters (the halfling, the dwarf, and the wizard) met up with the (pursued) prince(ss) and the (guarding) dashing hero?

I'm wondering, if these are living shadows, enslaved by dark magic, what's our goal? and how much do we know about how to accomplish it?

e.g. "living shadows" sound like something to be destroyed...but "enslaved by dark magic" sounds like something, perhaps, to be freed or put to rest.

...and do we know of a means to do either? do we know if normal blades can (or can't) harm them? Perhaps the "secret rite of the Land" that Horn shared with Karm is a way to (disrupt/destroy/scare off/put to rest/free) these shadows?


HP: 15/19 | Armor: 1 | XP: 4

Sorry for the late contribution here, I've been tired and busy aplenties the past week. A finalized version of Karm will exist momentarily within the appropriate Profile.
 
First, a little more on Karm's "legend" and appearance:

Tales of the strange wizard-wanderer are not uncommon. According to legend, he is an angry spirit of the northern tribes. A great and tall thing that wears terror for a face: a human skull locked firmly in the vice of a bear's teeth and jaw bones, atop which curls the many pronged antlers of a stag, though the latter are stained black as the soul that they rest upon. His hair is a great mane of tattered raven feathers that spill down upon a cloak of the same make. The rest is a patchwork of fur and bone. To hear the voice of the Rìkrǫdd is to face the final bell toll of one's fate. To look upon his eyes is to stare into the great void between realms. For wherever he goes, death and wickedness follows in his wake.

(Now for something a little more factual): Tales, however grand, are often based on at least a hint of truth. Karm does indeed wear a skull (though it is a "face plate" of a stunted ogre, not a human skull) with a bear jaw and pitch-stained antler horns. His cloak and hood are fashioned from prize raven feathers. His clothing consists primarily of stag and bear furs worn atop simple woolen and leather garments, around and atop which dangles armies of various pouches, bones, and other arcane paraphernalia. Not indicated by the tales is the fact that what is contained on his bare skin is more frightening than his already grim facade. His entire climb to power is recorded on his flesh: scars, tattoos, markings, burns, piercings. Even now, the images and words recorded upon his skin crawl as if alive.

The rest is greatly exaggerated. He is a man, like any other. Though death has followed in his wake a great many times, recent years have not lent much truth to such accounts.
 
 
Karm's DriveRedemption:
      Probably a little vague, especially given that his backstory isn't spelled out plainly (though allusions to bargains struck at the cost of his very soul is a common thread that I hope I conveyed sufficiently). When I jot down "Redemption" I am imagining something beyond simply being altruistic and doing what is morally right. Killing a dragon that is terrorizing a village is all good and well, but it's not the sort of thing that will stitch a piece of his soul back together. Karm has vast powers at his disposal, but unleashing them on the world always exacts a heavy toll. It is my thought that his struggle to resist the temptation/lure of this corrupting power is the road towards regaining a shred of humanity. And perhaps reconciling some of the mistakes of his past (which will bubble up in gameplay, no doubt!). The vague and mysterious entities that grant this power are not at all pleased with such refusal, naturally, and will seek to tempt him further into their clutches at every turn.

On Karm's Kingdom: The Hrimlands are where he was born, though they have not been his home for many, many years. This is evident in that his speech and dialect no longer bear any trace of his homeland. Karm's second "home" can be Morgan's kingdom. He may have even lived there unknown for much time before it was discovered that Rìkrǫdd had roosted within their borders.

On Bonds: It is my understanding that Bonds are something you're trying to fulfill, rather than something that has already taken place (thus marking them off and writing in a new one). Which makes the bonds for Morgan's class read a bit strangely. Would that mean I'd have to become a citizen under his rule and leave in order to fulfill it? At any rate...

  • [Gilder] will play an important role in the events to come. I have foreseen it!
  • [Morgan Amberlain] is keeping an important secret from me.
  • [Horn] is woefully misinformed about the world; I will teach them all that I can.

    __________________________________________________

    Knowledge is Power wrote:
    You know something the others don’t, something beneficial. Maybe it’s a weakness of these creatures, maybe it’s something about this evening or area, or maybe it’s something about their plan that they wouldn’t want you to know. Maybe it’s something else altogether. What do you know? And how did you come across this information?

    Karm leaves little to chance. The old wizard chose this battleground. He spent painstaking hours drawing up the rituals that would trap them once entering this room. His old pupil had grown powerful himself, but relied too much on his dark servants. Here, in a confined space with sturdy companions surrounding him, their pursuers would fall. But there is yet something unexpected: standing so close to him, and yet they still search for something. Perhaps it is not Karm they are hunting?

  • What are these things? Conjurations of another shattered soul. Hunters whose services were bargained for with blood. Shadowy minions and little more.
  • How did you know these things were coming? They have hounded Karm ever since he left The Redoubt. His once-Apprentices hunger for the secrets contained on his very flesh. And yet, for once it seems he is not their prize.


  • Okay, after a couple of crazy-busy days, and much stressing over many things, I've read over everyone's characters. Morgan the drag-princess in particular is going to be a great character to play with!

    Here are my proposed bonds:

    • Horn realizes just how great I am.
    • Skorabor is someone I can rely on to make me look good.
    • Karm needs to work on their appearance.
    • Morgan needs education on this heroing business, and I will provide it whether they want it or not.

    Yeah... the Dashing Hero bonds are kinda jerky.

    Oh, and Horn? You don't have to actually realize how great Gilder is. That's just how he sees you. :P So Horn could be like "I hate you so much, you jerk," and Gilder would just be all, "Ah ha ha ha! You're such a joker, Horn!" :P

    Also, totally cool with the scandal. Almost fitting for this character, even.

    Ignorance is bliss.
    There's too many of these things for Karm's rituals to be fully effective. As the closest to the door, Gilder only realizes this when it opens - and he wishes he hadn't.


    Horn: Glad you're enjoying it so far. The events described are intended to apply to all of you, though you are welcome to alter some of the details accordingly (maybe not all of you were drifting off to sleep. Maybe one of you is still asleep. Morgan in the closet obviously observes the events in a slightly different manner.) But all of you are in the same large room.

    Karm: Very flavorful character. I really like the mix that you guys brought to this and the variety of things I have to pull from regarding you all!

    You say your drive is vague, but I like vague - things are adaptable that way. And yes, as you pointed out with bonds, some may be hard to fulfill. I would imagine Morgan's bond of "Karm is a former subject of my kingdom." will be fleshed out a little bit more as you guys interact. Does he expect you to be subservient, does he expect some sort of redemption, is this a blight on your character that you left or a boon as you are connected by citizenship? This then can be resolved as you either fulfill the expectation, or proved it to be unfitting. Who knows, I'm spitballin'.

    ---------------

    Gilder made a great point as well, that I should point out to everyone: He pointed out that your character doesn't actually have to feel or act the way he is portrayed in someone's bond (e.g. Horn doesn't actually have to realize how great Gilder is). The point is that the character believes you feel that way. You can choose what the reality for your character is. Some of Morgan's bonds work the same way, such as stating the Skorabor doesn't believe in himself, or that Gilder trusts him completely. These are great bonds, but they don't have to be true of your character, it's just stating what the character with that bond believes.

    I like the ways these questions are coming together too. And I don't want you guys to worry that you'll have to be coming up with every adventure and hook. In fact, even this first one will go in directions you don't expect. Here's what we have so far:

    • Knowledge is Power - Karm - You have painstakingly set up a ritual in this room which has to power to trap the creatures you've lured here.
    • Ignorance is Bliss - Gilder - No one else realizes it yet, but there's too many of these things for Karm's ritual to work exactly as he planned. There weren't supposed to be this many.
    • According to Plan - Unassigned
    • Speak Softly... - Morgan - You're hidden in the closet. Not necessarily by some grand design, but out of "discretion". None of these things seem to realize you're there though, which gives you an advantage.
    • ...and Carry a Big Stick - Unassigned

    What are these things? There should be many rumors here. You will later discover which are true and which are not.

    • Living shadows or restless spirits pressed into service of dark magic. They resemble their creature, only remain faceless.
    • Are they "living shadows" to be destroyed, or are they "enslaved spirits" needing to be put to rest?
    • Conjurations, serving something much more sinister. They are merely minions.
    • Hunters whose services were bargained for with blood.
    • Can blades even harm these things?

    What are they after? It seems they had been pursuing Karm, after the secrets contained in the marks that cover his flesh. Though perhaps they are really after Morgan. If this is true, then there's little doubt as to who might be involved in sending them.
    What brought you here? What are you trying to accomplish? Some of you found yourselves here by happenstance, as a location to set up Karm's ritual. Others by acting upon the advise of Morgan's sister Leona.
    How did you know these things were coming? Karm has been fleeing them for quite some time - since he left The Redoubt. It was inevitable they would eventually catch him, but not unprepared.
    Does anyone else know you guys are here? Yes, Morgan's sister Leona. (Is this sister a princess, or is she perhaps an illegitimate child? We'll see). She is an extremely proficient duelist, and designated this inn as a place to meet, but is so far markedly absent.
    Why are all of you working together on this? Perhaps Horn, Skorabor, and Karm have been working together to abolish these abominations. You've been tracking rumors of their presence/fleeing their pursuit. Gilder and Morgan are confidants. At the moment, your objectives align.
    How did you all meet? The groups must have met by happenstance the previous evening. I'm not sure how that worked, but it can likely be fleshed out as you play it out.
    What are the rumors concerning Karl's Creek and the surrounding woods? Once again, not all of these will be true, if any.

    Feel free to keep fleshing out some of these. But you don't necessarily need to. There should be questions left unanswered (like whether blades can harm these things, or what it is exactly that they're after.

    Once we've got the assignments, we're ready to roll, which may be tomorrow or may have to wait until next week.


    There, back with some time on my hands. Wow, lots of great stuff to go through!

    ===... AND CARRY A BIG STICK===
    Skorabor has sought the help of a hermit who lives in the woods outside of town. The hermit enchanted Skorabor's weapon (do you mind if I make the two handed sword a two handed axe instead?) with mystical symbols on the haft, to make it a potent weapon against the shadows. When striking a shadow with his weapon, Skorabor can call on the power contained in the symbols to release a powerful blast of light, that will blind the shadows. Once this boon is called upon the power is expended and the symbols with disapate.

    Will that work?
    ===========

    ===BONDS===
    _Morgan_ is puny and foolish, but amusing to me.
    _Kram_'s ways are strange and confusing.
    _____ is always getting into trouble - I must protect them from themselves
    _____ shares my hunger for glory, the earth will tremble at our passing!

    I'm having abit of trouble with the bonds. I want to create bonds with all the characters but I'm not sure what fits.
    ===========

    ===DRIVE===
    Clense the shame from the Boulderback family name by through heroic deeds and glory in battle
    ===========


    Bonds Skorabor, in terms of bonds, it seems Gilder fits "shares my hunger for glory" and possibly also "is always getting into trouble" if you want to take one or both with him. Bonds with Horn can come later, or be written by you.

    BTW, I may make the following changes to my bonds:

    • [Morgan] smells more like prey than a hunter. I will protect him or else teach him to live like a predator.
    • The spirits spoke to me of a great danger that follows [Karn].
    • [Skorabor] has something to teach me about the hunt.
    • [Skorabor] has tasted my blood and I theirs. We are bound by it. Skorabor this one we should talk more about, but I'm picturing that I met you while on the hunt for these shadows, and was impressed by your offer to help defeat them. Along the way, we fought XXX? and, when you were injured, I gave you some of my own blood to nurse you back to health, binding us together. I can nix it if that doesn't work for you.
    • [Gilder] is a fool who doesn't know his own limits. Don't rely on him. couldn't resist after seeing Gilder's bond with Horn ;0) ...though at some point the resolution of this *could* be genuinely becoming persuaded of Gilder's greatness.

    In terms of options for the first encounter, it seems our predatory halfling gets the following by process of elimination:

    GM Mogthrasir wrote:
    According to Plan – You’ve set something into motion that will help give your group an advantage. Maybe it’s a trap, or an escape option, or something more complex that will help you gain the offensive. Whether it’s something you can control directly, or relies on something else, you’re confident it will come into play at some point. What’s your trick or plan? How did you set it up, and what will set it into motion? Do the characters know about it? *And it will happen, don’t worry.

    Of course it also occurs to me that Karm has a plan already:

    Karm wrote:
    Karm leaves little to chance. The old wizard chose this battleground. He spent painstaking hours drawing up the rituals that would trap them once entering this room.

    Karm, have you shared your plan with Horn (or any others)? If so, your knowledge and my plan can dovetail. If not...perhaps we *haven't* been traveling together (or mistrust each others' methods) in which case our plans might accidentally interfere with one another.

    How's this for Horn's plan: One more rumor about these shadows is that -- while they're perhaps not truly immune to our blades, they tend to move so fast as to be quite difficult to hit. But Horn heard whispers from a bat on the road 4 nights ago that these shadows can be stunned by a bat's screech. (One bat for a momentary pause, more bats to greater effect.) Knowing that, and knowing that bats roost in the attic of the chapel across the cobblestone road from the Watchmen's Inn, Horn has requested that they come on his call, and has left a window open for them to enter through.

    Horn would have shared this plan with whoever he was traveling with and felt he could trust. We can decide together who that would be. If Karm, Horn, and Skorabor have indeed been hunting these shadows together then he'll have shared it with them at least.


    HP: 15/19 | Armor: 1 | XP: 4

    Certainly. Given that you are all to serve as part of the ruse, filling you in would be wisest (lest you actually go to sleep and get nipped whilst dreaming).


    OK, good. And would shadow-stunning bat screeches play nicely into your plan? If not, I can adjust...or we can call your role "According to Plan" (since it could fit halfway between either that or Knowledge is Power) and then I'll think of some druidic knowledge that I bring to bear on the situation.

    DM, I see more activity on the Recruitment thread. Are you thinking of adding more characters?


    Sorry for the delay. It's been a different afternoon than usual, and I'm on the iPad now. Yes, it appears there may be two more coming, though that's my absolute limit. I will likely have them outside of the room, depending on how they play out.


    OK, will we know the other characters initially? Should we hold off on bonds and etc. Until they're fleshed out a bit?


    Skorabor, I'd suggest "always getting into trouble" as your bond for Gilder. And Horn, that one's just perfect. We're going to have a very interesting dynamic going on. :D

    I still need to come up with a drive, and what I'm thinking is this:

    Thrilling Heroics:

    Speaking little of where he comes from, Gilder wants to perform deeds worthy of the most famous bardic epics. He wants to be remembered as a hero - he wants to make a difference. But the most important part, is that it has to be exciting.

    What are these things? Pick at least three things you “know” about them. Some of these will be rumors, however, and I will choose which ones.

    If presented with the image of what they used to be, they will be stunned.
    They can walk through shadows as easily as one wqalks through a doorway - allowing them to appear unexpected.
    They are mortal - they can be permanently slain, though no-one knows how.

    How did you all meet? Is it specifically for this, or have you been working together for a while? If the latter, on what?

    Gilder came here with Morgan - he's been acting as a guard to the princess since he fled the palace. After all, a damsel in distress won't get very far without a horse - and Florin can carry two riders, for a while at least.

    Thankfully, it just so happened that there were other adventurers at the inn - ones who knew what kind of threat they were facing. And they had a plan - a plan Gilder thought would work...

    Why are all of you working together on this?

    Because between us, we're the only ones who know what's going on.


    Hey Deliverance and Numeo, I saw Mogthrasir's post in the recruitment thread. Welcome aboard.

    DM Mogthrasir, I think we'll need guidance from you as to:
    * Have we met these other two yet?
    * Once they have characters "rolled" up should we restart any of what we've established (bonds, scenario, etc) or do they stand?

    I also want a bit of DM guidance as to if it makes sense to bring on a necromancer. Specifically, this first encounter is us being attacked by what we believe to be shadow minions of a necromancer, and Horn's Drive is to "Prey on the unnatural", which we've established this necromancy as a prime example of.

    I love playing necromancers (in other systems, haven't tried here) but I suspect that Horn would tend to kill your playthings, and we would need a very compelling reason not to have him kill you.

    In a game like DW where there are rules for players interfering with each other perhaps it could work, I'll leave that decision to Mogthrasir...but I have some concern that it would devolve into uninteresting infighting.


    Update: I was relatively quiet yesterday, as it was an unusual day. Today will be similar, but I'll jump in as I can.

    Skorabor: I think it's great if you switch the two handed sword to a two handed axe. Weapons in this system are really just vehicles to deliver your class damage. So that doesn't change anything mechanically, but it's far more fitting to your flavor.

    And the runes idea is a perfect one. I wanted someone to have something that would really help in this first conflict, without creating a situation where one character starts with a permanent magic item no one else has. You found a great solution.

    As for bonds, you already have 2, which is all that's necessary. But if you're looking for more, maybe the others can pitch in and help decide. There are also two more players that may fit some spots.

    Horn: The bat plan seems very creative as well. I think it's perfect to add into this situation. All of the bond changes work well also, provided Karm's good with his participation in it.

    Gilder: That's a perfect drive. It's vague enough to cover quite a few circumstances, but specific enough to fulfill and flourish in.

    ---------------------------------

    We now have a rather full group, with the addition of 2 other characters. In a lot of systems, this really bogs down the game as you have to follow orders or wait on specific replies. Dungeon World is different as it is much more fluid. So numbers like this just make conflicts and interactions much more involved, without actually slowing anything down. So enjoy the controlled chaos :).

    Here's our list:

    --------------------

    Both our Necromancer and Pirate will be outside of the room. Outside of the Inn even, most likely. They are just arriving on scene, and I'll have some questions for them in descerning reason and niche'. However, I would like them to be familiar with some of you, and would ask them to create their bonds as if they know some of your characters even if you may not know them.

    The rest of you are welcome though to create some bonds that fit them as well, but not required to do so. In this, they will certainly know some of you, but you will decide how acquainted you are with them. After the first adventure, you will certainly all be much closer.


    Horn wrote:

    Hey Deliverance and Numeo, I saw Mogthrasir's post in the recruitment thread. Welcome aboard.

    DM Mogthrasir, I think we'll need guidance from you as to:
    * Have we met these other two yet?
    * Once they have characters "rolled" up should we restart any of what we've established (bonds, scenario, etc) or do they stand?

    I also want a bit of DM guidance as to if it makes sense to bring on a necromancer. Specifically, this first encounter is us being attacked by what we believe to be shadow minions of a necromancer, and Horn's Drive is to "Prey on the unnatural", which we've established this necromancy as a prime example of.

    I love playing necromancers (in other systems, haven't tried here) but I suspect that Horn would tend to kill your playthings, and we would need a very compelling reason not to have him kill you.

    In a game like DW where there are rules for players interfering with each other perhaps it could work, I'll leave that decision to Mogthrasir...but I have some concern that it would devolve into uninteresting infighting.

    I hope those first questions were answered in the last post. I was writing it as you asked, so they are likely indirect answers.

    There is a definite clash in motivations and methods between a druid who abhors the unnatural and seeks to restore, and a necromancer... who embodies what the druid would view as 'unnatural'. Thank you for bringing this up, Horn. It's a good point and it shows that you're thinking from your character's perspective too, which I always like.

    Let me first direct you all to something that you've likely seen before, but as many times as I've seen it I still find it a refreshing read: 11 Ways to be a Better Roleplayer Heads up, there is profanity in this.

    Horn, I believe, brings it up because he's already thinking with good practices in mind -- specifically points 4 and 5.

    • Point 5 is Don't harm other players. I stress this in any game I run. I don't mind character conflict as long as it is contained only amongst the characters and does not become a player conflict (you may argue, or not see eye to eye, but if it becomes an issue where players are struggling with each other then there are real problems). Also, this roleplayed conflict may never descend to the point where players are attacking each other or stealing from each other (unless it is previously agreed upon by both players as a way to reach a mutually beneficial end or engaging roleplay). You're noticing a potential spot where there would be serious conflict, and recognize that you shouldn't be attacking his creations or trying to hurry the necromancer to his own grave.
    • Point 4 is Take Full Control of Your Character, meaning that you'll want to embrace conflicting situations and work out why you're in them rather than reject them. While I see the huge conflict here, I think that there's great potential for the two of you two work out a reason WHY you're working together. That's the sort of stuff that gives depth to stories and a third dimension to characters. Perhaps Horn is working to change the necromancer, and is constantly striving to get the necromancer to be doing "natural" things to offset his "unnatural" acts. Likewise, the necromancer would need to find reasons for working with someone that so abhors what he does.

      And there can be some agreed upon conflict. Maybe, as soon as a battle resolves, Horn strikes down the necromancer's minions if he keeps them out. You two would have to agree on this, but man that makes interesting stories!

    Again, I'm glad you brought this up. And it sounds like you're already thinking along these lines. Let me know if you guys need some ideas on why you might be working together, or how you can be true to the conflict between your characters without it blowing up into becoming adversaries.

    *Edit* It also helps that Numeo has already stated that he doesn't intend to play this character as "an evil Necromancer." Which means that the parties goals will still align - which is the hardest part. It's your methods that differ, and that's the kind of conflict I believe can be interested without being game breaking.


    Thanks GM. One quick thought right now: maybe the Necromancer we're after (or who's after Morgan and/or Karm) is a Worse Menace, and Numeo's Necromancer is a Necessary Evil, a foe of the antagonist who I'd be willing to work with, at least as long as we have a common enemy.


    Horn wrote:


    Bonds Skorabor, in terms of bonds, it seems Gilder fits "shares my hunger for glory" and possibly also "is always getting into trouble" if you want to take one or both with him. Bonds with Horn can come later, or be written by you.

    I thought of Glider for both bonds, I just didn't want to fill up the slots with one character. I was also debating about putting Morgan as the "getting into trouble" bond, but thought that Gilder already kind of covered that.

    But I'll pick Gilder for the "getting into trouble" bond. Which bring me to ...

    Horn wrote:


    [Skorabor] has something to teach me about the hunt.
    [Skorabor] has tasted my blood and I theirs. We are bound by it. Skorabor this one we should talk more about, but I'm picturing that I met you while on the hunt for these shadows, and was impressed by your offer to help defeat them. Along the way, we fought XXX? and, when you were injured, I gave you some of my own blood to nurse you back to health, binding us together. I can nix it if that doesn't work for you.

    I'm definitly on board with this. I think it could have occured before we set on this journey. Horn was hunting a witch who'd conjoured a unnatural beast and was terrorizing the area. Skorabor was drawn by the rumor of a terrible beast to slay so when Horn found the witch's den Skorabor was already there fighting the beast. He managed to defeat it but the got stabbed in the back with a poisonous dagger by the witch. Horn defeated the witch and was able to neutralize the poison with the ritual. We've been hunting the shadows since then.

    How does that sound?

    Horn wrote:

    I'm wondering, if these are living shadows, enslaved by dark magic, what's our goal? and how much do we know about how to accomplish it?

    e.g. "living shadows" sound like something to be destroyed...but "enslaved by dark magic" sounds like something, perhaps, to be freed or put to rest.

    ...and do we know of a means to do either? do we know if normal blades can (or can't) harm them? Perhaps the "secret rite of the Land" that Horn shared with Karm is a way to (disrupt/destroy/scare off/put to rest/free) these shadows?

    I like the "the shadows are minions of something else" idea so I think our goal should be to try and find out where the shadows come from and what is creating them. And obviously to stop it all :)


    GM Mogthrasir wrote:

    Skorabor: I think it's great if you switch the two handed sword to a two handed axe. Weapons in this system are really just vehicles to deliver your class damage. So that doesn't change anything mechanically, but it's far more fitting to your flavor.

    And the runes idea is a perfect one. I wanted someone to have something that would really help in this first conflict, without creating a situation where one character starts with a permanent magic item no one else has. You found a great solution.

    As for bonds, you already have 2, which is all that's necessary. But if you're looking for more, maybe the others can pitch in and help decide. There are also two more players that may fit some spots.

    RE: Axe

    Cool, I thought so to but I didn't want to change it before consulting you.

    RE: Bonds
    I'm going to need a bond for the pitch in my last post. Need to work on how to frame it though.

    I'd also like to see what the other characters are to see if I have any bonds with them. Those would have to have come "via rumor" as they are arriving to the inn later and Skorabor is semi new to the adventuring business. He hasn't been out long enough to have made that many acquaintances.


    OK, dwarven blood brother. Thanks for taking down that witch. I doubt I could have done it without you. We're in each others' debt now!


    Sorcerer 2

    Horn, I haven't settled on some of the key details of my character yet, but one thing I do know about him is that he's a bit of a proselytizing sort about his craft. He honestly doesn't see necromancy as evil, because in his home culture (I know I'm designing my character as being a foreigner) necromancy is commonly accepted instead of being reviled. Just like in Geb in Golarion, intelligent undead are treated as citizens, and mindless undead as laborers. The living regularly enter into contracts for use of their bodies in necromancy rituals after they die - and receive compensation for it.

    As a result, he has just as much distaste for the necromancer that is our foe as you do, in his own way. This necromancer seeks to slay indiscriminately, and sow terror and fear to aggrandize his own power. My character's not in for that. So as he adventures with you, he's going to try and convince you that undeath isn't unnatural. A hard sell, to be sure.

    Thinking about the Warhammer Fantasy universe makes me want to play a Skink Lizardfolk, or a Skaven-inspired ratfolk race. Would that be alright with everyone, or am I already pushing the envelope too much with my dark magic?


    Princess 1, 1 xp | hp 9/14, armor 1 | Str: 9 (+0), Dex: 12 (+0), Con: 8 (-1), Int: 13 (+1), Wis: 15 (+1), Cha 16 (+2)

    Hey all, just popping in to say a few things. I've been following along, I've just been busy and quiet.

    Karm An important secret, eh? Maybe I haven't revealed my royal station to you yet, or I know some Royal Secret about your banishment.

    I like how both Gilder and Horn want to teach me how to be more like them! Shall I follow the path of the Hero or the Hunter? :)

    I think there may be some confusion about my starting question:

    Quote:
    Speak Softly... - Morgan - You're hidden in the closet. Not necessarily by some grand design, but out of "discretion". None of these things seem to realize you're there though, which gives you an advantage.

    I don't know if I ever said anything about "discretion," I thought I was hiding because there are evil shadows looking for me. :P

    I was also thinking more about my interactions with Gilder. Is Gilder a loyal subject of my kingdom? If so, perhaps my sister Leona entrusted him with my protection. Maybe Gilder learned the art of the blade from Leona, and she trusted him as her most skilled pupil? I also wanted to have two bonds with Gilder, as I feel he's the main character in our group who would simultaneously appreciate my Aid and require the most Interference.

    Numeo, I'd be fine with a lizard or rat race! It would certainly make things more interesting, I think.


    Numeo, thanks for spelling out more. It will indeed be a hard sell, but who knows?

    If you want -- in the spirit of collaboration -- feel free to suggest things that might be "more unnatural" than a dead body being animated by necromantic energies and therefore kept from decomposing and returning to the cycle of life. ;-)

    For now, I think it'll seem to Horn like about as far on that continuum as one can go...along with things like using magic to curse a forest and leave it uninhabitable...but I can imagine Horn being pragmatic enough -- at least under bleak circumstances -- to ally with one necromancer to bring down another.

    Oh, and in terms of ratfolk and skinkfolk, go for it. Heck, some animalistic heritage might even become a bonding point.


    Sorcerer 2

    Skinkfolk - and the grander lizardfolk community in general - are group thinkers, as a society. Honorable service and self-sacrifice of the few in the name of the many is part and parcel of every aspect of a skink's life. In a world as hostile and dangerous as ours, we must repay the generosity and protection of Quetzalcoatl the Great with service. Service toward others is the greatest good that one can achieve; to lay down your life for your family or your tribe is considered the highest honor imaginable.

    What greater honor can be attained than to continue the service of one's life into the great beyond? These bodies are but crude matter after all - once life is ended, the sacred spirits that animate the body are gone, recalled to Quetzalcoatl's Great Paradise. With the spirit gone, the body is no longer sacred; it is an empty vehicle, a jar whose contents have been emptied so that something new can be placed inside.

    As to whether it's "unnatural", well...I believe in magic, and I believe that magic is part of the natural order of things. You obviously agree on some level, Horn, for you use magic yourself. It exists in our world in its natural state; necromancy was not invented in some lab, it was a holy offering from the One True God unto his peoples. Thus, using these natural forces to push the dead bodies of one's foes or friends to great deeds is not unnatural at all. It's merely making use of a tool that exists in nature, using only the most organic of ingredients - formerly living flesh, and often fresh flesh at that. Isn't the reckless waste of good animal materials anathema to druidic thinking? I would think you should applaud me for re-using a given body until it is completely spent of usefulness! That's recycling! It's not as if they don't rot away eventually anyway.

    That'll be the gist of my character's argument, anyway. :)


    Morgan Amberlain wrote:

    I think there may be some confusion about my starting question:

    Quote:
    Speak Softly... - Morgan - You're hidden in the closet. Not necessarily by some grand design, but out of "discretion". None of these things seem to realize you're there though, which gives you an advantage.
    I don't know if I ever said anything about "discretion," I thought I was hiding because there are evil shadows looking for me. :P

    Yes, there was confusion on my part. I read a different context into what you were actually saying. I have a much better understanding now. I also think my comments of "scandalous" lead others to see it the way I had, instead of as intended. Thanks for the clarity.


    Checking in! I have alot on my plate tomorrow and may not get the time to sit down and give the rules guide a solid read and hash out my character. Dont hold the game up on my account though.

    Ive settled on pirate, which actually makes for a good reason for my character to be able to deal with other races atleast somewhat civilly. Being around such ragtag bads as pirates, he has had to learn to deal. I imagine he will usually use try humor to weave veiled insults into conversation...whether I can actually manage to do that convincingly, time will tell.

    Right now im thinking he was in a position of some power in the "Grand Navy of the Benevolent Empire of *insert name here*" He was tasked with hunting down the pirate scum at their borders, partly for being pirates, but mostly for being non-elven scum.

    Queue a failed raid, sunken ships and our "hero" in chains aboard a pirate ship, swabbied into the crew, followed by many many MANY years under their heel until he finally managed to act civil with them.

    Maybe the good necromancer was a crew member? His "everyones uncle" type may have been what won the elf over, sorta doing the "wax on wax off" so to speak.

    More to follow, as soon as possible.


    Sorcerer 2

    A few things to note regarding Lizardfolk culture:

    1) Obviously a very spiritual race, pious behavior is common to nearly all lizardfolk that have yet been encountered, and no religion has been discovered that differs in any significant way from worship of Quetzalcoatl the Great.

    2) Your social status is determined by how many syllables you've earned to add to your name. Children are not given their first syllable until they come of age; great service to the tribe or honor in combat earn additional syllables for their name. Quetzalcoatl, the most high and exalted, has 6 syllables; tribal chieftains and high shamans have five, and on down the ranks. My character's name is Mandus-tar, containing 3 syllables with 2 of them separated from the third by a hyphen - making him fairly important to his family and friends, but not among the truly elite of the tribe. Nicknames are considered highly dishonorable when used among lizardfolk, but are used almost universally when dealing with outsiders - Mandus-tar would have asked this group of people he's traveling with to simply call him Mandus.

    Deliverance: Normally I'd be all over the idea, but Numeo is actually a member of a pirate crew himself in Mogthrasir's other campaign, and I'd like to make the backstories between my two characters very distinct from one another.

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