The Tower of Light - a Dungeon World Campaign (Inactive)

Game Master Dalton the Thirsty


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(AC 18/13Tch/15FF, HP 20/30, Fort +4, Ref +5, Will +5, resist fire/cold/electricity 5, Init +9, Per + 6) Male Tiefling Admixture Evocationist (Wizard) 4

Second, with a profile to follow after work. :) Is there any online resource with some background about the world?


Nope! Everything that is canon has already been shared in the discussion/recruitment thread. I believe in collaborative world-building with my players. That means - if you're a foreigner, go nuts with information about your homeland! If you're a local - embellish details about Westervale! Odds are good that I'll accept your ideas and they'll become canon. :)


Questions for new PCs. These are intended to help me flesh out your characters in my mind. :)

Cappy, you've tasted the bitter tang of failure in your past, when attempting to rob someone. Who was it and what were the consequences?

Father Jarad, what is the strangest wound you have ever treated, or attempted to treat? How did you cure it, if you managed to?

Galadin, how do you steel yourself to withstand the foul urges and cravings of the wolf spirit Irf within you?

HarkonnenHakonyr, describe the circumstances of the discovery of your own powers. Was it elicited by some teacher or event, or did you train it from nothing?

Zim'wa, why did the Boar Spirit choose you of all people?

Jokum's Skirmisher, why did you choose a cooperative fighting style, and whom did you learn it with?


Male Human
Spoiler:
HP: 21/21 Armor: 1/3*
Skirmisher 1

Jokum chiming in. Here is Qadir the Dancer, a member of the <blank> tribe of the distant empire of <blank>. He learned to fight at his father's feet and he carried on the only sensible fighting style to be found. The "glorious" hacking and slashing duels between fighters in this land are stupid, and it is far better to be nimble and to dance around your foe while distracting him with many threats.

I'll flesh out more stuff (and my profile) later. In brief, I imagine Qadir's tribe to live nomadically within the more settled empire of <blank>. The travel the arid wasteland between the shelter of oasis, stream and canyon (so rocky, dry and mean). It is not uncommon for groups of <blank> tribe to serve as caravan guards, and thus Qadir has done. He and his family (to be named) have served to guard a caravan from distant <blank> to Westervale to ply their wares. The news of the mysterious and magnificent tower have spread far, and Qadir has secretly been eager to test his power.

Potential bonds with the party

  • If there's someone who's not a native, we could have met on the road and grown to friendship/dislike/rivalry/whatever.
  • Maybe someone is from the same empire (not necessarily nomadic) and we have some sort of relationship from then?
  • Maybe Qadir insulted someone (intentionally or not) and now the two have a dislike for one another?


M Human Shaman 1 (Grim Worlds) | Armor: 1 | HP: 19/19
Frogfoot wrote:
Nope! Everything that is canon has already been shared in the discussion/recruitment thread. I believe in collaborative world-building with my players. That means - if you're a foreigner, go nuts with information about your homeland! If you're a local - embellish details about Westervale! Odds are good that I'll accept your ideas and they'll become canon. :)

Which, as I understand, is the entire conceit of Dungeon World - Collaborative storytelling with juuuust enough structure so nobody can straight-up Mary Sue themselves.

As for the question...

The Boar Spirit

Besides the obvious connections to the spirit world, Zim'wa has something of a bull-headed stubborn-ish mindset once a course of action has been decided on. There's a time for talking and strategizing, and there's a time for just buckling down and getting something done. It is this determination that first attracted the Boar Spirit while Zim'wa was undergoing his trials, and why the Boar Spirit continues to keep an eye on him; at times, it even gives an extra bit of oomph that shouldn't be possible when the going gets tough.

Bonds

I think the following default bonds either fit, or could fit fairly well if agreed upon - those that need agreement from the other party are denoted with an asterisk (*).

It's clear to me Galadin has a troubled spirit.

Quadir* and my spirit are bound together.

I have heard the spirits speak of Hakonyr's power.

Father Jarad* must learn to respect the spirit realm.

--

Quadir, yours in particular depends a lot on your ideas about your tribe - if it would fit, I/we could easily have Zim'wa be from the same tribe, which would give plenty of potential. Otherwise, we could have met on the road at some point, say while Zim'wa was tracking down some restless spirit or something. I put the ball in your court on that one.


Hakonyr was once a humble shepherd; one day, as he dozed in the shade of a tree, a terrible storm appeared out of what had been a sunny summer afternoon. Lightning tore across a suddenly dark sky, great peals of thunder seemed to shake the ground, and rain fell so heavily that Hakonyr could barely see.

Then, a tremendous bolt of lightning struck the ground barely hands-breadth from where Hakonyr stood. To his astonishment, a human figure stood where the bolt had struck, a luminous man made of lightning. When it noticed Hakonyr sprawled on the sodden grass, it pointed a crackling finger at him and spoke:

"You there, mortal. What world is this?

Hakonyr blinked and replied, "Huh?"

The being's glowing shoulders sagged. "Seriously? Ugh. I suppose beggars can't be choosers." Then he touched Hakonyr's forehead and everything went white.


M Human / Werewolf Paladin 1
Spoiler:
HP=20/25 AC=+3

So, Galadin's main problem is that he cannot always protect himself from the wolf. There are moments when the wolf comes out and wins. Luckily, Irf is not chaotic evil. There is a method to his madness. He will occasionally require feedings of sorts to be satiated, but up until this point, Galadin has convinced him to only take the extremely sick or wounded (Which ironically, is who Galadin feels most compelled to help). Galadin views Irf as a parasite, but Irf sees their relationship as a partnership or symbiosis. I can explain "why" here for everyone, or message you if you'd like to know. Or keep it a secret to be revealed at a future time. Your call ;)

As far as bonds go, I could see Galadin worrying about Cappy's "misguided behavior."
I think Zim'wa and Hakonyr might command my respects for their beliefs, but I can also hope to help them along the path towards "truth."


Fantastic. Love what I'm seeing so far guys. I'll be getting us right into the action very soon, after this brief intro scene.


Male Human
Spoiler:
HP: 21/21 Armor: 1/3*
Skirmisher 1

A few more thoughts on Qadir:

Personality: Qadir values honorable conduct (keeping your word, respecting tradition and doing one's duty) and prefers a tactical approach to combat (each cog in the machine must do its part). He doesn't possess significant book learning, instead relying on his intuition to judge the situation. He has a sense of humor (trending towards dry wit), but only when it doesn't concern matters he considers important. He isn't generally for sticking his neck out needlessly, but isn't heartless or ruthless. Those he considers foolish generally earn his scorn, but he's a stout friend if you earn his respect.

Appearance: Long of limb and well built, Qadir cuts an imposing figure standing just over six feet tall. There are few who meet his stern, dark eyes without the slightest feeling of trepidation. In keeping with his tribe's tradition (pending review with Zim'wa), Qadir is clean shaven. He also prefers to shave his head, finding the effect cooling. His long hours in the sun have left him tanned and somewhat travel-worn.

@Zim'Wa: I took the liberty of assuming that you're ok with us being in the same tribe. As long as you're ok with the few details I've given already, then I think it would be interesting for us to be linked as tribesman. I'm also going to say that either the nation/city/land we're from is know as Ghazwara (Badly mangled Arabic having to do with expeditions/conquering which could be an interesting part of its history). Any other thoughts on our interactions?

For other bonds, depending how our first interactions go, I've had the following thoughts. Let me know what you think:

Hakonyr: Hakonyr has passion, but is too eager by half to enter the fray. I would like to see him curtail his fervor before he gets us killed.

Father Jarad: I respect Father Jarad's deliberate matter and attentiveness to his duties. He seems to be a fine man who I should like to know better.

Galadin: This man is a mystery to me. He is deliberate at times, but then there are others when he seems to fly into a mysterious rage. I do not understand and am worried this will become a liability. (This would need to develop depending non how you do your spirit thing. We could spin off some variation of it though. :) )

Cappy: I do not care for this shifty little man. His light fingers and keen interest in gold leave me little reason to trust him. (Nothing personal, just how I imagine things developing. No real basis for it yet though.)


Male Human
Spoiler:
HP: 21/21 Armor: 1/3*
Skirmisher 1

I also got inspired and made this image. It still needs some color and such, but I think it captures my conception of him fairly well.


Fantastic artwork! You're really talented dude!


Male Human
Spoiler:
HP: 21/21 Armor: 1/3*
Skirmisher 1

I can't really claim that much talent, but thanks. :) I actually used a web app called Heromachine to put him together. It's a handy program for being able to toss together most humanoid characters if you're willing to put some time into learning how it works. It's also free, which is nice.


Awesome resource, thanks for bringing that to my attention.


M Human Shaman 1 (Grim Worlds) | Armor: 1 | HP: 19/19

Gah, I go to sleep for a few hours and suddenly everyone posts. The nerve, I swear...

I'll catch myself up here in a bit, although if I'm not mistaken our group is 7 with the NPC now, but you've stated several times the limit is 6. Is this intentional, or an oversight?


I was limiting it to 6 applicants, DMPCs don't count against that limit.

I was toying around with that fun web app that Qadir showed me.

BEHOLD YOUR KING! KING VESTERI!


Male Human | Cleric | HP: 16/20 | Armor +1 | Attk 2d6+1 | Dmg 1d6+1 | Cast Spell 2d6+2
Spells:
Rotes: Light | Sanctify | Guidance /// Lvl1: CLW | M.Weapon

what is the strangest wound you have ever treated, or attempted to treat? How did you cure it, if you managed to?

"Here son, take a seat, I'll tell you a story about my journey to Tpyge, the lands of fire, where the sun tries to kill you and the vegetation is almost none." Father Jarad sits down and get comfty on his chais resting his big buttocks at the small chair.

Jarad at his young age, went traveling around to help people and gain the favor of the god Boran. He stumbled upon the city of Oriac in the lands of Tpyge, one of the vast desserts known to him. There he went under the wing of the Father Sibuna, who taught him a lot of healing and taking care of people on the difficult conditions in the dessert. One day they got some patients who were adventurers that just came back from the tombs who are buried around in the dessert.

One of the adventurers showed a wound on his left shoulder, like a bite, his flesh around the wound was turning black as if the meat was rotting, it's a smell you can't forget, but at the core of the wound the flesh wasn't black, was more like brown as if the meat had dried.
Father Sibuna and Jarad tried everything to help the poor adventurers.
Days after, the adventurer with the wound on the shoulder died, his body looked like a mummy and after a while he began to turn to dust.

The other adventurers met the same fate has his fellow companion, it seems they were cursed by a mummy guarding his tomb.

Maybe only a miracle could have helped them.

So this tower is like the Hunger games? :P


Father Jarad wrote:
So this tower is like the Hunger games? :P

Good writeup! And yes, there are definite similarities to the Hunger Games/Battle Royale theme, except it's voluntary.


Male Human | Cleric | HP: 16/20 | Armor +1 | Attk 2d6+1 | Dmg 1d6+1 | Cast Spell 2d6+2
Spells:
Rotes: Light | Sanctify | Guidance /// Lvl1: CLW | M.Weapon

I got a question, my Commune move grants me spells of my choice whose total levels don’t exceed my level+1, so I have only 2 different spells to cast or I can only cast 2 spells?


You get all of your 0-level spells ('rotes'), which don't count against your limit, and 2 level 1 spells, since you're level 1.


Male Human | Cleric | HP: 16/20 | Armor +1 | Attk 2d6+1 | Dmg 1d6+1 | Cast Spell 2d6+2
Spells:
Rotes: Light | Sanctify | Guidance /// Lvl1: CLW | M.Weapon

cool :D


M Human Shaman 1 (Grim Worlds) | Armor: 1 | HP: 19/19

Just in case the rest of you missed it, Jarad added the additional die to his previous post and ended up succeeding.


Male Human | Cleric | HP: 16/20 | Armor +1 | Attk 2d6+1 | Dmg 1d6+1 | Cast Spell 2d6+2
Spells:
Rotes: Light | Sanctify | Guidance /// Lvl1: CLW | M.Weapon

Forgot to tell them, thanks


Outsider (human) Barbarian 2 xp 2 HP 23/23, Armor 1, Damage 1d10 (+1sword, all weapons forceful and messy)

Greetings all.

And thanks again for letting me in past the deadline.


M Human Shaman 1 (Grim Worlds) | Armor: 1 | HP: 19/19
Shaman, Spirit Catcher ability, success wrote:
The GM will tell you what happens when you release the spirit. The effect is something supernatural and associated with the spirit's nature or greatest desire in life. Your Spirit Catcher totem does not have Charges and can be released freely, but the spirit must move on after it is used (Spirit Talking does not work).

My normal totems are effectively spells - make a totem, choose the spirit, and it's usable as as spell till I muck up a Spirit Talk roll, much like other spellcasters. The spirit catcher is a special totem, kind of an 'opportune' spell slot, that is filled based on the spirit that I 'catch'. It doesn't have any effects of its own.


Right, I was more referring to your estimation of the effects of the spirit when released.


Outsider (human) Barbarian 2 xp 2 HP 23/23, Armor 1, Damage 1d10 (+1sword, all weapons forceful and messy)
DM Frog wrote:
Also forgot to do your Barbarian racial move. Describe one custom you regularly engage in that freaks out or unsettles the soft city-dwellers you have come to know lately.

You mean this move?

Barbarian link from recruitment thread wrote:

⃞Outsider

You may be elf, dwarf, halfling, or human, but you and your people
are not from around here. At the beginning of each session, the GM
will ask you something about your homeland, why you left, or what
you left behind. If you answer them, mark XP.

Where does your wording come from?


Yes, that's the move to which I'm referring. I'm free-forming a bit with the specific wording.


M Human Shaman 1 (Grim Worlds) | Armor: 1 | HP: 19/19

So, just to confirm: I didn't actually pick up a usable effect per se, but anything I do pick up with my spell catcher for the next {period of time} is now earth-flavored?

Otherwise I think one or both of us is misunderstanding something.


The next pickup with your spellcatcher. Sorry to confuse you! It's a new mechanic for me and I'm still working on the proper wording.


Outsider (human) Barbarian 2 xp 2 HP 23/23, Armor 1, Damage 1d10 (+1sword, all weapons forceful and messy)
DM Frogfoot wrote:
Yes, that's the move to which I'm referring. I'm free-forming a bit with the specific wording.

Ah Then I will use the move to establish Xha's homeland.

The Plains of the Moon. A large semi-arid (think Mongolia) area to the 1d8 ⇒ 4 Southeast of the campaign area. Lots of horses, culturally but not politically unified. Worship a southern pole-star as an empress of heaven.

Added to sheet. Mark XP?


Male Human | Cleric | HP: 16/20 | Armor +1 | Attk 2d6+1 | Dmg 1d6+1 | Cast Spell 2d6+2
Spells:
Rotes: Light | Sanctify | Guidance /// Lvl1: CLW | M.Weapon

Forgot to add my god symbol, I thought this was good:
Symbol

The hand that reaches for the needed and wounded, takes care of you and helps you.


Outsider (human) Barbarian 2 xp 2 HP 23/23, Armor 1, Damage 1d10 (+1sword, all weapons forceful and messy)

Good choice Jarad.

Powerful yet only vaguely threatening. Nice.


Sick today guys, sorry, back on Monday!


Outsider (human) Barbarian 2 xp 2 HP 23/23, Armor 1, Damage 1d10 (+1sword, all weapons forceful and messy)

What's the matter, frog in your throat?

*rim shot*

When attempting Standup roll +wit
10+ you slay them
7-9 pick one. You get a laugh. You get a free drink.
6- well at least your getting your veggies


M Human / Werewolf Paladin 1
Spoiler:
HP=20/25 AC=+3
Xha the exile wrote:

What's the matter, frog in your throat?

*rim shot*

When attempting Standup roll +wit
10+ you slay them
7-9 pick one. You get a laugh. You get a free drink.
6- well at least your getting your veggies

Laughter: 2d6 + 1 ⇒ (4, 1) + 1 = 6

Wa - wa- waaaaa....
Bummer, and I really wanted to like that!


Outsider (human) Barbarian 2 xp 2 HP 23/23, Armor 1, Damage 1d10 (+1sword, all weapons forceful and messy)

Possible bond w/ Hakonyr.

Hakonyr shares my hunger for glory; the earth will
tremble at our passing!

or something like that.

DM Mark XP for Plains of the Moon barb racial move?


Outsider (human) Barbarian 2 xp 2 HP 23/23, Armor 1, Damage 1d10 (+1sword, all weapons forceful and messy)

Noob question.

Could someone clue me in to the difference between this advanced move:
"Smash! When you hack and slash, on a 12+ deal your damage and choose something physical your target has (a weapon, their position, a limb): they lose it."

And simply using "Musclebound" to treat all weapons as Forceful & Messy?

By taking "Smash" and using Xha's forceful & messy sword could he take 2 limbs on a 12+?


Potentially! The forceful and messy tags are to remind me how to flavor your strikes - messy implies grievous wounds, so a lost limb is a definite possibility, whereas forceful tends to knock enemies around a lot!

And technically you're supposed to answer one of my questions about your homeland in order to mark off an XP from your racial move, Xha. You haven't done that yet.


Outsider (human) Barbarian 2 xp 2 HP 23/23, Armor 1, Damage 1d10 (+1sword, all weapons forceful and messy)
DM Frogfoot wrote:

Potentially! The forceful and messy tags are to remind me how to flavor your strikes - messy implies grievous wounds, so a lost limb is a definite possibility, whereas forceful tends to knock enemies around a lot!

And technically you're supposed to answer one of my questions about your homeland in order to mark off an XP from your racial move, Xha. You haven't done that yet.

Oooooh so Smash takes some of the narrative power to describe a hit and gives it to the barbarian player. Nice and perhaps worth taking.

Oh Right the strange custom question:

Xha's favorite drink, of which he carries a good supply is Kvak. Kvak is blood mixed with raw alcohol and mares milk. It is allowed to age and congeal in horse of sheep bladders customarily strapped to a horse to allow the animals body heat to speed the fermentation process. The bladders are never emptied or cleaned as the patina of long use adds to the depth of flavor.

Horse or cattle blood is the customary base but other sources can be used. Children come of age by drinking their and their parents blood mixed into strong Kvak for example. Marriages, especially cross-clan marriages, are frequently sealed this way as well. Some warriors choose to honor their foes by draining some of their foes dead blood into the warriors Kvak skin. This is a practice the Xha follows, though how exactly he will manage it with the stone men not yet known.


That's what I'm f&#$in' talking about. I threw up in my mouth a little. Mark an XP.


Outsider (human) Barbarian 2 xp 2 HP 23/23, Armor 1, Damage 1d10 (+1sword, all weapons forceful and messy)
DM Frogfoot wrote:
That's what I'm f$#!in' talking about. I threw up in my mouth a little. Mark an XP.

Thing is it's very nearly true. Plains Tribes in the americas and Mongols both used their horses blood as emergency rations. The Massi traditionally drink cow's blood mixed with milk. Kefir is a low alcohol beer like drink made from fermented milk which can be distilled into the wine like Arkhi.

Add it all together and shake.


I'll pass. You enjoy.


Outsider (human) Barbarian 2 xp 2 HP 23/23, Armor 1, Damage 1d10 (+1sword, all weapons forceful and messy)

Hmmmm what to do....

Safe choice: Grab Hakonyr and roll this stone out of here.

Bada$$ choice: Charge stone horse at the spear line. At the last minute leap off stone horse and over the other riders. Proceed to play hammer and anvil with Hakonyr.

Safe choice will more directly get the party back together (cept for Jarad/Hakonyr) plus there is a chance I get to keep the Stone horse which helps satisfy the mortal pleasures hunger as walking is for plebs. Safe choice might leave Father Jarad and Galadin out to dry if the stone riders regroup.

Bada$$ choice might split the party into Xha/Galadin/Jarad and Cappy/Zim'wa/Quadir/Hakonyr with the stone riders between. A set up for a good fight but the Stone horse is a likely write-off.

Hmmmmmm


M Human / Werewolf Paladin 1
Spoiler:
HP=20/25 AC=+3

Not that I think it makes a difference, but looking at Xha's bonuses to dmg earlier made me realize I'd forgotten to add +1 to mine. I'll be better about remembering :P


Outsider (human) Barbarian 2 xp 2 HP 23/23, Armor 1, Damage 1d10 (+1sword, all weapons forceful and messy)

Those ongoing boni are easy to forget.


Outsider (human) Barbarian 2 xp 2 HP 23/23, Armor 1, Damage 1d10 (+1sword, all weapons forceful and messy)

Why why why does the Barbarian not have access to "Bend Bars Lift Gates"? My life is bleak and empty.....


Outsider (human) Barbarian 2 xp 2 HP 23/23, Armor 1, Damage 1d10 (+1sword, all weapons forceful and messy)
Cappy' wrote:

.... He cackles madly as he sees the clay warriors turning to charge right where he is bringing the drake.

"Oh! This is going to be a glorious mess!" his hand clamped down on his cap, the oversized coat flapping behind him.

Perfect Cappy! I was wondering how we would get all these folks together.


Outsider (human) Barbarian 2 xp 2 HP 23/23, Armor 1, Damage 1d10 (+1sword, all weapons forceful and messy)
Father Jarad wrote:

...

Father Jarad will charge at a horseman close to Xha, hopefully reducing the threat of the archers.

Attack: 2d6 + 1 ⇒ (1, 2) + 1 = 4 Ouch

Still getting my head around the system, so Father Jarad got to mark XP with this move correct?


Yes sir, all failed rolls of any sort gain you an XP. The results of each failure vary, but are always unpleasant.

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