Intro to Dungeon World (private) (Inactive)

Game Master Whack-a-Rogue

Goldhead Village


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It's been a long, difficult two weeks, but you've finally ended the Goblin menace! Those were definitely some nasty buggers, but with the death of their leader and most of their tribe, the few survivors aren't likely to cause any more trouble. They'll stay far away from Goldhead in the future. There's only one thing left to do: collect your well-deserved reward.

It's mid-afternoon by the time you arrive, and the sun is shining high in the sky. Strangely, the gates to the wooden palisade surrounding the village are closed and locked. No sentries are posted on the walls, and you don't see or hear any movement inside.

Grand Lodge

HP 23/23 | Armor 1 | Damage 1d8 - Half-Elf Ranger 2 (0/9 XP)

[i] Something is wrong. it would nice to have some info before doing something. [/i}

Evrantilen go scout the area and land on my left if you see any one, and my right if you don't.

while Evrantilen is flying around, would this be a point to do Discern Realities ?


As a matter of fact, that's exactly what that Move is for. :-) Go ahead and roll 2d6 + your WIS modifier. Make sure to describe how you're examining the area and what Evrantilien is doing. Specifics are very important in Dungeon World. :-)

Grand Lodge

HP 23/23 | Armor 1 | Damage 1d8 - Half-Elf Ranger 2 (0/9 XP)

Wisdom: 2d6 + 0 ⇒ (6, 5) + 0 = 11 for Discern Realities.

I will look around to see if i can find any tracks, if there is any damage or reminds of weapons, or any other signs of what is going on. I will walk around Goldhead and get an idea of what happened. Evrantilien seems to flying high above me doing circles of Goldhead. She dives and then rises up on thermals as she does a fly by of the town and the surrounding land.

Grand Lodge

HP 23/23 | Armor 1 | Damage 1d8 - Half-Elf Ranger 2 (0/9 XP)

Is that good specifics or should i give more?


Don't forget to add your WIS modifier. You actually got a 12. :-)

You get to ask me 3 of the listed questions.

Grand Lodge

HP 23/23 | Armor 1 | Damage 1d8 - Half-Elf Ranger 2 (0/9 XP)

I am confused..... my CS has my WIS mod as 0 since my WIS is 12. Is this incorrect?


Sorry about that. You'd originally posted as your Pathfinder character who has WIS 14. That was my mistake.

Grand Lodge

HP 23/23 | Armor 1 | Damage 1d8 - Half-Elf Ranger 2 (0/9 XP)

What happened here recently? What should I be on the lookout for? What here is useful or valuable to me?


What happened here recently?
Evrantilien flies high over the village, swooping down occasionally to indicate there's something interesting here. She then circles around the guard towers before dropping out of sight for a minute. When she returns to you, she hesitates before landing on your head. There's blood on her beak, but it appears dry. It definitely wasn't there when she began her search. While she was gone, you discovered that the gates are securely locked - unusual for this time of day.

What should I be on the lookout for?
You'd be wise to figure out two things. First, Evrantilien got blood on her beak somehow. Where did that come from? Second, your companion didn't land on either shoulder. That usually means she didn't SEE anyone but noticed signs of life via her other senses.

What here is useful or valuable to me?
As the name implies, Goldhead is a mining village. Although the mines are several miles away, everything they find is stored here. Also, you remember that the guard towers have ballistas atop them. Those massive crossbows should have plenty of ammunition close by.

Grand Lodge

HP 23/23 | Armor 1 | Damage 1d8 - Half-Elf Ranger 2 (0/9 XP)

Blood ... mmm ... most likely dead bodies. The fact that it is dry means they were injured or killed some time ago. Since the gate is locked and no one is visible, I can safely bet that the people of Godhead are dead or have ran away due to some thing attacking them. Evrantilien did not see any living person but neither did she say that there was not signs of life. Most likely what ever attacked Goldhead is still around here. I want to get to one of the ballistas due to the crossbows they have but if they where attacked then they might have used all of their ammo. I am going to check out the mines that are near by and see if they have extra ammo or other items that I can use. Quiet will be the best tat when facing unknown enemies.

what do i use when I am not talking but want to do an action?


You tell me what you're doing, and I'll tell you if a roll is necessary. Unless there's the chance of a complication, no rolls are needed. In regards to post format, just use regular text for actions. The bold/italics/blue are for special cases; normally you'll just use the normal font.

Grand Lodge

HP 23/23 | Armor 1 | Damage 1d8 - Half-Elf Ranger 2 (0/9 XP)

I am walking to the mines but taking that extra little bit to be stay quite and not announcing my movements.


From what you remember, Goldhead actually has nine different mines scattered around approximately 20 square miles. The closest is about a mile from the village, and the farthest is five miles away. Unfortunately, you don't know the exact locations of any of them.

If you'd like, you may be able to Hunt and Track some footprints. There's a good chance they'll lead to one of the mines. Alternately, you can try to find more information about the surrounding area. I wonder if there's a place where you could find a map? Lastly, you can strike out blindly and hope you get lucky. If that's the case, roll 2d6+WIS to avoid getting lost or running into trouble.

Grand Lodge

HP 23/23 | Armor 1 | Damage 1d8 - Half-Elf Ranger 2 (0/9 XP)

Now that I think about it, it has some time since I have been to the mines. A map would be great and I think I might find out in the ballistas. Plus I can take a look at the town to see what is going on.

I try to sneak up the left ballistas at the main gate.

My plan is to just climb quietly and just poke my head up first and see if I see danger. If there is any then hopefuly I can suprise them before they notice me. Otherwise I will look around and get a better idea of the situation and find a map if there is no ammo above.


Climbing quietly up the guard tower, you cautiously look around. From what you can tell, everything looks completely normal. What you can see of the village seems undisturbed, and nothing appears damaged. Aside from a small patch of blood in the guard tower and three missing ballista bolts, all seems well. There's no map up here, though. Most likely, as a guard would have no need of one, it would be found inside the village. Perhaps in the mayor's residence, the mining office, or one of the other more important buildings.

Grand Lodge

HP 23/23 | Armor 1 | Damage 1d8 - Half-Elf Ranger 2 (0/9 XP)

Rhovanor looks around to see if there was any hint at what could cause the blood.

It is weird that there is no bodies or hints

Rhovanor looks at Evrantilien and says " Well girl, I have a bad feeling "

Rhovanor thinks over what might have caused this some blood and removed the bodies with leaving little evidence by going over accumulated knowledge from his travel. Rhovanor's tries to discern what happened by looking looking for any extra hints of what happened. He also looks around the visible village for any tracks and if they lead any direction.

It would be good idea to know kind of what is going on or at least which location possible threats might be. It looks like the guard was injured after getting off three shots but then were is the body?

Looking at the building to his left, Rhovanor wraps his cloak more closely and tries to remember what building that was from the last time he was here. A3

" What you think Evrantilien, is that a good place to start our search?

Leaning up on the wall of the tower, Rhovanor plans his next move.


You have yet to see tracks of any kind. It almost appears that the entire population of this town has simply vanished into thin air. At the moment, you have no idea what could have caused this, but it's certainly troubling. As you scan the village from your elevated position, you think over what you know about Goldhead. You didn't stay there long, as it's only a mining town (not particularly interesting to a woodsman), but you do remember the major features.

A3 - Mess Hall
A4 - Kitchen
A5 - Gardens
A6 - Chicken Coop
A7 - Barracks
A8 - Miner's Quarters
A9 - Tool Shed
A10 - Staff Living Quarters
A11 - Latrines
A12 - Wagon Yard
A13 - Stables
A14 - Smithy
A15 - Gold Vault
A16 - Mining Office
A17 - Captain's Quarters

Grand Lodge

HP 23/23 | Armor 1 | Damage 1d8 - Half-Elf Ranger 2 (0/9 XP)

Evrantilien, keep an out out for me.

Rhovanor finds the ladder that the guards would have used to get to his current location and slides down. Sliding up to the fence, he makes his way to the mess hall and looks for a window. As he moves forward, Rhovanor keeps one hand on his sword.


Th door to the Mess Hall is ajar. A sign hanging over the doorway depicts a frothy mug, a plate, and eating utensils. Inside, broken plates, forks and spoons, and a few wooden mugs lie scattered about the floor around several long trestle tables. Asleep in front of the door to the kitchen is an eight-foot-tall four-armed apelike creature. You recognize it as a girallon (mutant gorillas common in these parts), but this one is unlike any you've seen. It appears to have been skinned but is somehow still alive and, if anything, looks even more powerful than normal. What do you do? Don't forget about both the Basic Moves and your Ranger Moves.

Warped Girallon

Grand Lodge

HP 23/23 | Armor 1 | Damage 1d8 - Half-Elf Ranger 2 (0/9 XP)

From my accumulated knowledge Rhovanor tries to remember the best area to shoot a girallon with his arrows.

Int : 2d6 + 1 ⇒ (1, 2) + 1 = 4

Grand Lodge

HP 23/23 | Armor 1 | Damage 1d8 - Half-Elf Ranger 2 (0/9 XP)

Rhovanor can't remember the best location to shoot the arrow.

Dex: 2d6 + 2 ⇒ (4, 3) + 2 = 9


You get to experience one of the best parts of Dungeon World! Every time you fail a roll, you gain XP. :-) On the "Class/Levels" section of your profile, change it to 'Ranger 1 (1/8 XP)'.

You quickly remember why you always avoided wild girallons whenever possible. Their hide is as thick as plate armor, and their internal organs are buried deeper than most creatures. In almost every case, shooting them only makes them angry and stabbing them with swords is equally ineffective. Even worse, the modifications on this one seem designed to remove its normal weak spots.

Grand Lodge

HP 23/23 | Armor 1 | Damage 1d8 - Half-Elf Ranger 2 (0/9 XP)

Rhovanor puts a blue ribbon on the top of the shaft to signal to Evrantilien that he needs her help with the shot he is about to do. Lining up his body to make sure his aim is true, Rhovanor cocks the arrow and aims down the shaft to the area right between both eyes of the sleeping girallon. Rhovanor lets the arrow fly and prays to his god to assist shot to hit his target.

Called Shot: 2d6 + 2 ⇒ (4, 3) + 2 = 9


Good post. :-) By the way, tell me a little about your god. Use the Discussion tab for that, though, so we don't clutter up the Gameplay thread.

Your arrow hits the girallon exactly on target, and Evrantilien is right behind it. She *thuds* into the beast, talons-first, and inflicts a scratch above its right eye. The resulting trickle of blood should limit its vision.

That's a good thing, too, as it's definitely awake now, and it looks absolutely furious. It's slow to get up, but you know that it'll be charging directly toward you in a matter of seconds.

Grand Lodge

HP 23/23 | Armor 1 | Damage 1d8 - Half-Elf Ranger 2 (0/9 XP)

Rhovanor taughs another arrow on the bow and aims for the left eye. come on baby, don't fail me know. Evrantilien, second Hopefuly Evrantilien will hear my call and help this time again. Gozreh, let this arrow fire true! I need to bind him so he cant see me.

Volly: 2d6 + 2 ⇒ (5, 3) + 2 = 10

Damage: 1d8 + 2 ⇒ (4) + 2 = 6


Your arrow pierces the beast's eye as Evrantilien opens another gash over the other. Unfortunately, the girallon barely slows down. If anything, the injury's only made it more angry. It stands erect and beats its chest - then charges at you, aiming to crush you underfoot.

Now would probably be a good time to read the Defy Danger move. Unless you have something else in mind, of course. :-)

Girallon: 2pts damage

Grand Lodge

HP 23/23 | Armor 1 | Damage 1d8 - Half-Elf Ranger 2 (0/9 XP)

Rhovanor sees the girallon charges and knows that he would not survive a head on attach and piviots to the left and tries to moves out off the way. He keeps his right hand on his sword and holding his bow in left hand. i hope i keep out of the reach of the girallon but keeps in range of my sword so I can stab it in the side as it moves past me.

Defy Danger : 2d6 + 2 ⇒ (3, 1) + 2 = 6


When using the Defy Danger move, don't forget to indicate which attribute you're using. In this case, you'd roll "Defy Danger (DEX)." Also, gain +1 XP for that lovely failed roll. ;-)

The girallon moves with surprising speed for such a large creature. You pivot to the side ... and then get slammed into - and through the wall of the mess hall (take 1d6+3 damage). Your bow goes flying out of your hand in the process. Fortunately, Evrantilien is able to fly to safety. Unfortunately, the girallon is raising an enormous fist to crush you.

Grand Lodge

HP 23/23 | Armor 1 | Damage 1d8 - Half-Elf Ranger 2 (0/9 XP)

Damage taken: 1d6 + 3 ⇒ (1) + 3 = 4

Man that hurt. Can't be sure if I saw here my bow landed. Hope it is ok since I will need it. Thanks godness Evratilien is safe

The movement of the girallon snaps Rhovanor from his internal thoughts. Rhovanor tries to roll just a bit and then kick up to land on his feet.

Defy Danger by moving: 2d6 + 2 ⇒ (5, 2) + 2 = 9

just in case you need to know what a kick up is

http://www.wikihow.com/Do-a-Kip-Up-(Kick-Up)..


Don't forget that your armor subtracts from damage taken. You should be at 20/23 HP. Also, doublecheck your link. It's directing me to this campaign instead of Wikihow.

The girallon's massive fist *thuds* into the ground where you were a brief moment ago. You're barely able to get out of the way. Unfortunately, although your body was able to avoid injury, your cloak isn't so lucky. You're jerked to a stop and lifted into the air. The creature's other three arms begin to close into fists in preparation for issuing a pummeling.

Grand Lodge

HP 23/23 | Armor 1 | Damage 1d8 - Half-Elf Ranger 2 (0/9 XP)

can't figure why the link is doing that.... it is a good website ... just look it up manualy if you want

Tired of being on the defense and unable to move out of the way due to being in the air, Rhovanor pulls out his Scimitar and slashes at the oncoming fists. Evratilien attack!

Hack and Slash : 2d6 + 0 ⇒ (5, 2) + 0 = 7

Damage : 1d8 + 2 ⇒ (7) + 2 = 9


You slash at the oncoming fists and inflict a deep wound as Evratilien widens the gash she made on the girallon's face. It howls in pain and seems to be favoring its left hands, which are bleeding freely. However, it still has a free hand and lands a solid blow to your chest. (take 1d6+3 damage. Don't forget to subtract your armor)

Girallon: 7pts damage

Grand Lodge

HP 23/23 | Armor 1 | Damage 1d8 - Half-Elf Ranger 2 (0/9 XP)

Damage Taken: 1d6 + 3 ⇒ (6) + 3 = 9

Attack yells Rhovanor an order for Evratilien as he lands and he swings his sword at the eyes of the Girallon.

Hack and Slash: 2d6 + 0 ⇒ (1, 3) + 0 = 4

Damage: 1d8 + 2 ⇒ (8) + 2 = 10


Your blade goes wild as the girallon throws you across the village courtyard. You hit the stockade wall hard enough to see stars.

Take 1d6+3 damage and gain the Stunned condition. You take a -1 penalty to INT-based rolls until you have a few minutes for your head to clear.

Grand Lodge

HP 23/23 | Armor 1 | Damage 1d8 - Half-Elf Ranger 2 (0/9 XP)

Damage Taken: 1d6 + 3 ⇒ (2) + 3 = 5

Rhovanor looks arounds for anything that might be able to help him beat his foe.

Discern Realities: 2d6 + 0 ⇒ (4, 1) + 0 = 5


Don't forget to gain XP whenever you roll a 6-. You're currently at 4/8 XP. :-)

Unfortunately, the blow to your head has clouded your vision. You can see the girallon about 20ft away, pawing the ground and preparing to charge toward you, but that's about it.

Your friendly GM, however, will remind you that there are large ballistas atop each of the guard towers - including the one you're currently leaning against. I've already stated in Discussion how powerful they are. ;-)

Grand Lodge

HP 23/23 | Armor 1 | Damage 1d8 - Half-Elf Ranger 2 (0/9 XP)

Rhovanor with his clouded vision notices that ladder for the guard tower just a foot or so from his possition and makes a bee line for top of the tower. He grabs the bailistas arrows that he saw earlier and load the weapon. As he tries to prepare to fire the weapon at the Girallon that is 20ish feet away, he tries to remember how to make sure he does everything right.

Volley: 2d6 + 2 ⇒ (3, 5) + 2 = 10

Damage: 1d8 + 2 ⇒ (2) + 2 = 4


That's correct

Grand Lodge

HP 23/23 | Armor 1 | Damage 1d8 - Half-Elf Ranger 2 (0/9 XP)

Volley: 2d6 + 2 ⇒ (3, 5) + 2 = 10

Damage: 1d8 + 2 ⇒ (2) + 2 = 4


How is your hawk helping you this time? The ballista ammunition is bigger than she is. Also, what happened to your rolls? Did the dice roller not work for you?

Grand Lodge

HP 23/23 | Armor 1 | Damage 1d8 - Half-Elf Ranger 2 (0/9 XP)

Evratilien attack his eye! yells Rhovanor as the bolt was launched at the Girallon.


Charging forward, your hawk flies straight at the girallon's eys, providing a large distraction that ultimately proves fatal to the beast. Your bolt pierces its chest, and the monster falls. It won't be bothering anyone ever again.

Grand Lodge

HP 23/23 | Armor 1 | Damage 1d8 - Half-Elf Ranger 2 (0/9 XP)

sigh, at lest that is over. good job Evratilien. You did an amazing job. Rhovanor climbs down the ladder and heads over the girallon. Taking this moment to take a breather and look the girallon over, Rhovanor tries to get a better idea of the best areas of attack on the girallon would be or other weakness for his accumulated knowledge.


This fight only confirmed what you already know. Girallons are extremely strong and have thick hide. Their multiple arms make melee combat very dangerous, and they can take a lot of punishment. This particular specimen has been modified somehow to make it even stronger than normal. You're not sure how this happened, but it's definitely not natural. Somebody - or something - has been experimenting on this creature.

Grand Lodge

HP 23/23 | Armor 1 | Damage 1d8 - Half-Elf Ranger 2 (0/9 XP)

Discern Realities: 2d6 + 0 ⇒ (2, 4) + 0 = 6

Rhovanor studies the body and tries to figure out who modified the animal.

Really tired after the fight, Rhovanor climbs back up the ladder for the guard tower and sees if the is a way to block people from coming up. After making the location as secure as possible, Rhovanor sets up camp. He sets up a place for Evratilien to rest and closes his eyes for a nap.
After the last job and the last attack he is really tired. The only question is does he need to set up a watch or is safe as he is.


You've already attempted to Discern Realities on the girallon, back when it was sleeping. You're not going to discover anything new, unfortunately. Also, it's the middle of the afternoon. Are you sure you want to sleep now?

Grand Lodge

HP 23/23 | Armor 1 | Damage 1d8 - Half-Elf Ranger 2 (0/9 XP)

He tries to sleep for a few moments but the sun would not shining down on him and keeping him awake. Rhovanor makes up his mind to go to the Captain's Quarters by way of the Mining Office. Rhovanor climbs down the steps of the guard house, runs over to the mess hall then a quick cut over to the Mining office. Evratilien is purched on his shoulder. When reaching the office, Rhovanor sees into one of the windows to make sure the office is clear of possible animals that might attack him.

sleep would be nice but my main concern is my health. took a lot of damage in that last fight. Healing potion or something like that would be great.


Mining Office
This small wooden building is a mess of ledgers, correspondence, pens, and ink bottles. The walls are covered with maps of the various mines, and a simple map of the area sits on a large desk. From what you can tell on a quick once-over, many of the papers on the desk have to do with the current state of the mines. If you spent some time reading through everything, you might just discover some useful information. Or not. There's really no way to be sure.

Captain's Quarters
This building is constructed of wood and stone. Although simple in design, it appears opulent compared to the other buildings in the colony. A sign over the porch depicts a pair of white swords on a field of red and black. This is the home of Captain Elgin Ashferth. The front chamber contains a couch, a large dining table, a stone fireplace, bookshelves filled with military curios and a few books, and several paintings of pastoral settings. His private quarters are much more sparsely furnished. In his bedroom, you find a half-finished letter to his daughter. It describes the routine events at the mining colony and doesn't indicate there being any sort of trouble. However, the letter ends in the middle of a sentence talking about the poor weather.

Since you stated you're searching for medical supplies, I'll also assume you check out this building.
Staff Living Quarters
This building is cheerily painted, in contrast to the rest of the structures in the village. A variety of potted plants sit alongside the building. The door is ajar, revealing a room with a table, several chairs, and many hanging plants. This is the living quarters for the village doctor and cook. In the doctor's room, you find a locked wooden medicine cabinet. You also recognize many of the plants in and around the building as having medicinal properties. (if you use all of them, they'll count as two uses of Herbs & Poultices. However, there won't be any plants left)

Grand Lodge

HP 23/23 | Armor 1 | Damage 1d8 - Half-Elf Ranger 2 (0/9 XP)

Rhovanor takes half of the plants and places them in his bag, the other half them and use them as herbs to heal himself. Rhovanor looks for a key to open the locked wooden medicine cabinet. Since it was also the home of the cook, Rhovanor looks for rations for the road.

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