Serpent Skull: Dungeon World Edition (Inactive)

Game Master Whack-a-Rogue

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Negative. Keith is the one with the info.


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

Hi everyone, John Fleet here, DM Mooshybooshy's necromancer. I was a young Chelaxian colonist from Sargava, apprentice necromancer on a sailing ship bound for Avistan when, like you all, I was marooned on the island. I survived with my master, Harriman the Dwarf, but he was crippled in the shipwreck, and we eventually had to amputate his arm. He continued teaching me all he knew of necromancy while we struggled to survive on the island together. For a long time, I labored to simply sustain us, while he filled my head with everything he knew of death's secrets. Being at death's door himself made him open the floodgates of his mind and I learned much of the ways of necromancy. The final test of my knowledge was to reanimate...him. Harriman had odd ideas, and one of them was that all necromancers should be cursed to undeath when their mortal coil expires. Those who study the barrier between life and death are doomed to reside eternally within it, he used to say. The reanimation was successful, and now Harriman continues to help his student; but as a rotting defender, not as a teacher anymore. With his help I've been able to eke out a difficult existence on this island; but if I can find you all, I can finally get a night's rest without having to constantly watch my back!


@John Fleet: Good to have you aboard. :-) Your backstory checks out, so go ahead and add it to your profile. I'll also need a profile header with your HP and whatnot. Use the other PCs as a guide. You'll enter the game once the current scene ends, so just wait for my signal.


Level 1 Sentient Jelly

Hey, this is Tomato Jam.

I'm finding myself with considerably less free time than before. My posting rate is getting pretty bad, and it looks like it's just going to get worse from here.

So I'm bowing out.

Thanks for a great time, It's been really fun!


Sorry to see you go. It's been fun. :-)


@John Fleet: Do me a favor and find a picture that somewhat looks like you to add to your profile. It'll help everyone visualize what you look like when you're introduced.


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

Done!


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

Fleet keeps himself amused throughout the day by attempting to teach Harriman the zombie to groan on command, so he can use him during his song and dance routine.

"If you're blue and you don't know where to go to, why don't you go where fashion sits - PUTTIN' ON THE RITZ! NOW, HARRIMAN!"

Grrrrrrrroooooowllllllllll.....

"Good job! Dressed up like a million dollar trooper...Tryin' hard to look like Gary Cooper! Now!"

Ggrrrrrrooooooper doooooper.....

This goes on for some time. Fleet has nothing if not spare time.


Sorry about the delay; I've been fighting a nasty cold for the past few days. I should be back in the saddle in the next day or two.


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

No worries, hope you convalesce well!


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

Get well!


HP 24/24 | Armor 1 | 1d10 Damage | Barbarian 1 (0/8 xp)

Hope you're feeling better.

I keep forgetting this thread exists!


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

Don't worry Gleus - if the thread dies, I can always resurrect it!

Heh heh...bit of necromancer humor...


Welcome to the party, John. :-)


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

Yay!


XP: 0/8 | Debt: 1
Warlock Moves:
Eldritch Pact | Fey Patron | Sorcerous Weapon | Spellcraft | Spirit Binding | Shadow Walk
Stats:
HP: 13/13 | Damage: D8 | Armor: 0

I'm going to have to drop out of the campaign. It's just not hitting any of my spots, ya know?

-Posted with Wayfinder


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

Sorry to hear that Keith


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

Can the Non players carry equipment?


They're played by me, but they're still actual people. They can career things, fight, stand watch, or anything else you can think of. However, they're not minions at your beck and call, either. They all have unique personalities, goals, and motivations.


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

Parley - would that work to calm the crew down? how does it work?


You have to have Leverage on them first, something we have and they want. Perhaps assurance of safety would count, if we could provide it, or some kind of magical aid like healing.


Right now, they just need to be calmed down. They're very stressed and may have some minor injuries. More importantly, however, they've been ignored and shunned by the PCs for hours and had almost no interaction with them in the months beforehand. In their minds, a rude clique of snobby passengers hoarded all the supplies and abandoned them to die before suddenly returning with a dangerous undead monster and asking for help. ;-)


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

@YBD: Miscellaneous odds-and-ends (Adventuring Gear) is that one use per gear or 5 uses per gear. so (Adventuring Gear x6) is that 6 uses or 6 gear with 5 uses each?


The latter.


@Gleus: Are you still with us?


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

hope i live after this :)


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

Harriman to the rescue!


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

what would be an example of Aid?


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

A good example from a campaign I'm running:

Pork grunts and attempts to focus on the form of a crocodile...

Shapeshift: 2d6 + 3 ⇒ (1, 1) + 3 = 5

Sees turns her head, looking at the emerging creature. "You don't have to close the gaps. Concetrate on the basic form, if you've got zombies on the brain, just let it happen. The camouflage should help."
aid pork: 2d6 + 1 ⇒ (6, 2) + 1 = 9 (+2 From Arcane Arts)

This pushes his roll to 7, a marginal success, instead of 5, a fail. It also exposes Sees to risk, since she rolled a 9.


Exactly what John said. If you're trying to help someone out, roll + how many Bonds you have with the person. Success gives them +1 to whatever they're trying to do.


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

so in battle, when I don't have a staff any longer. if i just roll aid it would help on the next attack?


It depends on how you're helping and who you're assisting. Aid is typically rolled after you know how someone else did. It's not a general "I want to help someone" Move. Also, a broken staff doesn't mean you can't fight yourself. It just means you have to get creative. ;-)


Your holy symbol's fine, by the way. I'm not that mean. ;-)


@Amy: John rolled a 12, so he doesn't need to be Aided. It sounds like you're attempting to Hack&Slash. I'll let you use the +1 from your previous Defend roll if you want.


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

ok .. i will reroll for hack&slash


I'm thinking Amy should multiclass into Ranger next level. She has a TON of wilderness survival experience. ;-)


@Amy: How far away from the lean-to did you pace? I need to know the size of your sanctuary spell.


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

15th feet from the back and sides and 25 ft in the front due to space for fire.


Sorry for my recent lack of posting. My spare time has been eaten up by other things and will continue to do so for a few more days. I should be up to post more regulary by tuesday.


Glad to hear you'll be back. I was starting to get worried.


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

Turn Undead - is that directional or area spell. I want it to effect Plant Zombies but not Harriman.


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You tell me. :-) Dungeon World abilities are intentionally left somewhat vague. Based on the description, it's probably an AoE (as that's more generally useful), but it's really up to you. Maybe yours is a special directional version. Maybe there's a way to exclude Harriman. Etc. If you use the ability, don't forget to tell me what it looks like. :-)


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

I think we should re-open recruitment! I normally get a bunch of good responses for Dungeon World games on the boards and it could really stimulate the campaign to get some new blood in here. Especially since it appears as if Gleus has disappeared.


Sorry about being late to post. Busy weekend combined with GM:ing a RL Call of Cthulhu game last night has put a snag into my post rate.


@Fleet: Even though Gleus is here, adding another PC or two is a good idea. I'll put up a post. :-)


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

I like the idea too... if i may throw in my two cents :)


Stats:
HP 14/18, Leather Armor 1 | STR (+0) DEX (+2) CON (+0) INT (+1) WIS (-1) CHA (+2)
Male Human Bard 2 | 7/9 XP | Effects: None

Hey, guys. Checking in here with my character for final approval from the GM. This is the bard, Roman Andari.

Back Story:

Roman Andari grew up one of the beardless poor masses in Taldor. His mother had died of consumption, and his father was a cobbler and an abusive drunk. The only thing that brought Roman any joy was to hear the bard’s tales of history and valor.

Stories were his salvation. And then it became his life. At a young age, Roman ran away to Oppara were he joined a theater troupe. After a few years, and with some coin in his pocket, he later bribed his way into an Academy. And for a time he was happy.

Years later he became obsessed with the Pathfinders, voraciously reading any adventure book he could get his hands on. And so with his training as a bard complete he set about to travel the world. He haggled on the streets of Katapesh, had his fortune read in Magnimar, ran from angry villagers in Osirian – in short he had adventures.


Looks good. :-) Now we're just waiting for our new Artificer - who should probably be from either Alkenstar or Numeria.


Stats:
HP 14/18, Leather Armor 1 | STR (+0) DEX (+2) CON (+0) INT (+1) WIS (-1) CHA (+2)
Male Human Bard 2 | 7/9 XP | Effects: None

I'm pretty new to DW, so I just need some clarification. I rolled a 5 on a bard spell, and I thought that meant I should mark XP because of the following text:

p.19 of Dungeon World wrote:

The results always fall into three basic categories. A total of 10 or higher (written 10+) is the best outcome. A total of 7–9 is still a success but it comes with compromises or cost. A 6 or lower is trouble, but you also get to mark XP.

Each move will tell you what happens on a 10+ and a 7–9. Most moves won’t say what happens on a 6-, that’s up to the GM but you also always mark XP.

Is this correct? Am I missing something? I'm using PBP to try to learn DW, so I can give it as a home game later and I just want to make sure I got this down.


Yes, that's correct. That's probably my favorite thing about DW: you're rewarded for making mistakes. :-)

Keep asking questions, by the way. Amy and Gleus are new as well, and this is my first foray into DW GMing. Fleet, on the other hand, is super experienced and can answer anything I miss. :-)

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