Intro to Dungeon World (private) (Inactive)

Game Master Whack-a-Rogue

Goldhead Village


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There's no key and no rations. If you're looking for food, it would probably be in the kitchen.

You're welcome to use the Herbs & Poultices whenever you want, by the way. Also, don't forget that you have 5 days worth of rations on your person. And a bunch of Adventuring Gear. :-)

Grand Lodge

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

Taking his sword, Rhovanor tries to hack the med box. if the box is wooden then he hacks a part around the lock so that it opens.


Please roll Defy Danger using STR.

Grand Lodge

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

Defy Danger : 2d6 + 0 ⇒ (2, 1) + 0 = 3


Gain 1 XP. Also, check the Discussion tab. I edited my post.

The wooden cabinet is well-made and resists your sword. It takes quite some time to break in, and by the time you're done, the entire cabinet is destroyed. Inside, you find the village's emergency medical supplies - ten Healing Potions. Unfortunately, the delicate glass vials shattered under the force of your blows. If you're quick (and willing to get a tongue full of splinters), you can lick up the little bit of liquid that hasn't seeped into the floor, but it will have a reduced effect.

Grand Lodge

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

Rhovanor checks to see if there is any bandages that might have survived. man, that stinks but i dont want a tongue full of splinters to get a few drops.

Remembing that he had dropped his bow, and runs back to the location of the fight to pick it back up.


The bandages are soaked through, but can still be used. (gain 2 uses of bandages. You can use them right now if you wish. Otherwise, they have the same weight as Herbs & Poultices)

Your bow is undamaged, fortunately, but as you retrieve it, you hear a noise from inside the kitchen. It sounds female.

Grand Lodge

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

Taking a moment, Rhovanor used the bandages as he tries to be quite and out of sight of who/what is in the kitchen. Once all the way fixed up, Rhovanor creeps to the kitchen and tries to see what caused the female noise.


This large kitchen is furnished with a pair of stoves, preparation areas, hanging cookware, and shelves stocked with enough food supplies to feed the entire village population for several weeks. Both stoves have been pushed forward to create makeshift barricades that block both the door to the main dining hall and the door leading outside.

Through a crack in the door, you can see a terrified-looking woman who appears to have just woken up. You recognize her as Delbina Rask, the cook, but she looks very different. Her eyes are wild, her hair is unkempt, and her skin is an unhealthy gray color.

Delbina Rask

Grand Lodge

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

Rhovanor pulls his sword out with his right hand but keeps it hidden behind the door and calls out, Delbina Rask, is that you? are you ok?


The gives a shriek of fright. "Aaah! Who's there! Don't hurt me!"

Grand Lodge

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

It is me Rhovanor Shadespyre. What happened here? I just took care of the creature in the mess hall. Where is eveyone? Speaking soft and slow but keeping the hand with the sword out of view.


"I don't know what you mean! You were just here this morning, right? What's going on? Is it safe to come out?" She seems incredibly confused and panicked.

Grand Lodge

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

I just came back from finishing my mission. I left some time ago. You are the only person I have found so far there. Do you remember why you are barricaded in there? It is as safe as it will be for now. Come on out or make it possible for me to come in. projecting cofidence and strengh to the panicked women.


"Some time ago? We just contacted you this morning about the Goblins! After you left, a monster burst in here, so I blocked the door so it wouldn't get me. Let me get this out of the way." She doesn't seem to realize that over a week has passed since you were last here. As she pushes the oven out of the way, she suddenly winces. "Ow! What happened to my back!"

You're able to enter the kitchen now. :-)

Grand Lodge

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

Keeping the sword out but in a downward manner, Rhovanor steps into the kitchen. Taking steps to keep the wall to his back but the lady in view. ' I left a week a go. You must of some how be nocked out and been laying here for a week. How do you feel besides your back? "


So insensitive... Spoken like a true woodsman. XD

The woman looks shocked. "A week! I don't know what you're talking about!" As she turns, you see a large scabbed-over puncture wound in the middle of her back. It definitely didn't happen naturally. She's also not displaying any of the symptoms associated with being knocked out by a blow to the head. Suddenly she freezes in place and stares blankly off into the distance. "The eyes are back! Hide me from those evil eyes!!!" She slumps to the ground, unconscious.

Grand Lodge

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

Spending the time to study the fallen women and the puncture wounds, Rhovanor tries to descren what is happening.

Discern Realities : 2d6 + 0 ⇒ (3, 5) + 0 = 8

Who’s really in control here?


The puncture appears to be caused by a large surgical needle, although the wound has become infected. Based on its location directly atop the spinal cord, the injury was caused by someone with medical training, although the purpose for such an injection is unclear. From the cuts and scratches on Delbina's feet, you can tell that she's been running over rough terrain recently, and the dirt under her fingernails reveals that she's been underground. If you had to guess, she was fleeing from somebody with distinctive eyes who was performing some kind of medical procedure on her. Find this person, and you'll likely get some answers.

Grand Lodge

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

Rhovanor pokes the women with his sword to see if this would wake her up. At the same time he glances around to see if there is anything in plain sight that might be useful for him. Also looking for something to cover the lady if she was in shock and to prop up her feet.


Delbina doesn't wake up. It seems to be a combination of shock, hunger, and exhaustion. As for useful items, it's a kitchen, and there's enough food to feed the entire village for quite some time - although all the perishable goods are beginning to spoil. You're able to prop up the woman's feet with a sack of flour.

What are you planning to do?

Grand Lodge

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

Seeing nothing of great importance and Delbina safe in the kitchen, Rhovanor leaves and tries to move the make shift barricade back to her safe. Then setting back out to the mining office and the all the maps. Rhovanor is looking for any hints of where the mystery doc might be since Delbina underground recently and most likely in one of the mines. Looking at his hawk, Rhovanor ask can you fly around and come warn me if you see something that is a treat


There are nine mines in the area. According to the papers in the mining office, #1, #4, and #5 haven't been in use for quite some time. Mine #2 has been having problems with a giant girallon. Mines #6 and #7 have discovered poisonous vermin and are currently undergoing cleansing procedures. Mines #8 and #9 are currently being excavated.

Grand Lodge

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

Looking for a few more helpful plants, Rhovanor heads to the Gardens. Running fast along the wall and keeping in the shadows, the plan is to stay unnoticed by anthing or anyone. Then the Barracks, Staff Living Quarters, and Miner's Quarters to see if there are any other people or hints that might lead to what happened. While coming up the building, he cocks an arrow just in case.


The garden is a fenced-in area that contains a large fruit and vegetable garden. However, judging by the number of weeds, it hasn't been tended for a while. Oddly, two ballista bolts are sticking out of the ground. The angle indicates they were fired from the guard tower you climbed earlier. Also, as you're walking, you almost step into a hastily-filled-in hole.
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You've already explored the Staff Living Quarters, but the Miner's Quarters is a long building with numerous small windows along its exterior walls. Inside, you find sixteen simply-furnished sleeping chambers for the miners. Each room contains a bed, pegs on the wall for hanging clothes, and a single shelf under the window. Aside from personal belongings, there's nothing of value here.

Grand Lodge

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

Rhovanor collects the two ballista bolts and pokes his sword into the hastily-filled-n hole to see how deep it is. Digging back a little of the dirt, Rhovanor tries to get an idea of what is covered up.


The hole opens up into a deep, cramped tunnel that seems to be between 3 and 5ft high. Without crawling in, you won't be able to tell exactly how deep the tunnel goes. If you do decide to explore further, you'll have extremely limited mobility since the tunnel's clearly made by creatures much smaller than you.

Basically, a Hobbit would have to crawl, so it'll be a very tight squeeze for you - if you decide to go down.

Grand Lodge

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

Interested in the hole, Rhovanor tries to go down the hole. it might be a way that the animal had gotten in to the village with out a sign or where the people have been taken. Going head first, Rhovanor wigles his way down the hole.


You're about 25ft down the tunnel when your hand presses against something firm. You hear a quiet *click-twang* and suddenly see a small dart flying toward you. The tight confines of the tunnel make it impossible to dodge out of the way, and it pierces your shoulder. Immediately, you feel a burning sensation - poison.

Roll to Defy Danger using +CON to fight off the effects.

Grand Lodge

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

Defy Danger : 2d6 + 2 ⇒ (6, 4) + 2 = 12

There is a burning sensation in Rhovanor's shoulder but it does not seem to bother him that much. Rhovanor tires to see what is a head and where the *click-twang* came from. There is not a lot of options but to keep going forward.


The burning feeling fades quickly as your body fights off the poison. Digging with your hands in the dirt, you find a complicated trigger mechanism connected to a dart-shooter. Fortunately, the trap doesn't have a way to reset itself. About 15ft further down, the tunnel ends in a dirt wall. When you try to dig your way through, you quickly realize that all you'll accomplish is collapsing the tunnel. Worst case, you'll be crushed to death under massive amounts of dirt and rock. Beast case, you'll be buried alive. Probably best to turn back, as whoever dug this tunnel seems to have worked very hard to make sure you can't follow.

Grand Lodge

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

Frustrated with the dead end, Rhovanor climbs back to the surface. The more he digs into the past week, more questions seem to put pop up. Feeling like his is messing something, Rhovanor decides to in detail check all of the village again for any missed clues.

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

Rhovanor also checks the dart to see if he can tell what type of poison was used.

Spout Lore: 2d6 + 1 ⇒ (3, 5) + 1 = 9


No need for a Discern Realities. You've already done it for each of the important buildings. Take off that XP.

There's a flower known as the Blue Whinnis that grows in places touched by the light of a full moon. It's a rare flower and fetches a high value on the black market. You've never dealt with such things, but you do recognize hints of that smell on the dart.

Your friendly neighborhood GM would recommend you reread the info about each of the mines. You know Delbina's been underground, after all. ;-)

Grand Lodge

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

Rhovanor decides that he has gain all that he can from the village and makes Mine #2 the next place he is heading due to the fact that it has been having problems with a giant girallon which ended up in the village. Not wanting to leave the village unprotected by opening the gate, Rhovanor claims the ladder to the guard tower and climbs down the side by grabing on to the individual portions of the wall. Rhovanor jogs to the mine with his hawk over head. On the way he keeps an eye out for any trail that leads from the mine to the village.


As you jog, you begin to small a horrible stench. A herd of deer lies dead in a small clearing on the way to Mine #2. All of them are so mutilated as to seem far beyond natural predation.

Grand Lodge

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

Notching an arrow, Rhovanor slows down and he gets closer to the Mine #2 as not to make any noise. Aiming for the right side of the mine opening, Rhovanor pokes his head around with the arrow at the ready. Evrantilen go scout the area and let me know if there is any thing waiting in there for me


Evrantilien swoops low over the mine ... and gives a surprised squawk as magical phantom hands reach out and grab her! They begin to drag her toward a nearby lake filled with toxic runoff from the mine.

Grand Lodge

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

With fear in his heart for the life of his friend, Rhovanor tries to think of the way to save her. Some how there has to be a way to stop the magical phantom hands. Thinking back about what he was taught, stories that he listened to around the fire at night on jobs, advice from old timers in the job, and personal experiance.

Spout Lore: 2d6 + 1 ⇒ (6, 2) + 1 = 9

Rhovanor also offers up a prayer to Gozreh. Gozreh, god of wind and sea. Hear my cry and my plead. In your mercy I give my friend Evrantilien to thy hands. Child of wind, one of yours. I plead for her protection and her life. Let her be free or give me the wisdom and ability to save her. Protect you child that is under attack by hands not belonging to this world.


You remember a job from a while back where you were hired to escort a priest through a dangerous stretch of woods. One night, while chatting around the campfire, he told you about the journey a soul takes when it dies. While the path to Pharasma's BONEYARD is meant to be an easy one to follow, when someone is murdered in a particularly-horrible way, their spirit sometimes lingers at the site of their death. These angry spirits seek others to share their fate.

Grand Lodge

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

Running to the location that the magical hand is coming from, Rhovanor cries out to the angry spirits. " Peace oh spirits! Grant us passage and we will avenge your death and bring your murder to justice. Thus allowing you a peaceful trip to Pharasma's Boneyard. I swear this on Gozreh and Pharasm' names. Let my friend go and give us safe passage. I beg of you oh sprit!"


In response, more hands come stretching out toward you. It seems more than one spirit rests here - and none of them are happy.

I'll also remind you that you have Adventuring Gear listed in your inventory. That represents random things you've picked up that may be useful. Perhaps one of those things is designed to put spirits to rest? ;-)

INSPIRATION MATERIAL

Grand Lodge

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

Pulling out a flask of holy water given to him by the priest that told him the story, Rhovanor doges that hands and pours the holy water over the ground that the hands are coming from.


Mark off 1 use of Adventuring Gear

The ground hisses and bubbles as the hands fade away. Evrantilien flies over and perches atop your shoulder. She seems shaken, but uninjured.

Grand Lodge

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

Frustrated with what just happened and happy that his friend was safe, Rhovanor loaded an arrow in his bow and headed to the mine entrance.


Natural vegetation gives way to a large clearing dominated by a massive pit in the earth - one of the Goldhead mines. A wooden sign near the start of the path that winds its way down the sides of the gaping hole reads simply "Mine #2." A nearby wooden shack surrounded by mining carts appears to serve as the foreman's office.

Grand Lodge

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

Rhovanor checks the area out for traps, tracks, useful info. Looking for anything that might lead to what happened to everyone and any danger that might be present. Rhovanor also checks to see if one of the carts would go down a track in the mine.

Discern Realities: 2d6 + 0 ⇒ (5, 4) + 0 = 9

What should I be on the lookout for?


You should be on the lookout for another poison dart trap. This one's rigged to a tripwire just inside the mining office door. You barely avoid triggering it but instead are able to step over the wire.

Inside the office, you find the usual assortment of papers and documentation about the haul from this mine. Interestingly, you also find a tiny dart stuck into one of the walls. This one isn't coated with poison, instead it appears to be some kind of knockout potion. Somebody's been abducted.

The world hasn't advanced enough from a technological standpoint to have railroads. If you want to enter the mine, you'll have to walk. :-)

Grand Lodge

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

Stepping back over the trip wire at the front door, Rhovanor starts his walk into the mine. Watching each step for other traps and keeping an ear for any noise, Rhovanor silently enters the mine.


You follow the mine tunnel until it reaches an apparent dead end. However, after some searching, you find a hidden, smaller tunnel behind a large crystal column. As you enter, Evrantilien squawks a warning. Her keen eyes have noticed a tripwire across the entrance. It you break it, a number of stalactites will fall from the ceiling, making a lot of noise and possibly crushing you.

Normally, traps fall under the purview of the Thief class, but since you're by yourself, I'm giving you a bit more freedom. #goodguyGM

Grand Lodge

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

Noticing the trip wire due to Evrantilien's warning, Rhovanor steps over the wire and keeps on going down the hidden tunnel. As he does, he reaches up and pets Evrantilien.

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