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

Game Master Dalton the Thirsty


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

Hey Frogfoot could we get a headcount on the stoneriders? There are the three w/ Zim'wa but how many others?

*******

Qadir Are you still about?


There are three after Zim'wa, and you've reduced the other riders to a mere complement of 5, 8 total.


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

Cool. Time to smash more pots then.

Note: I think you might have missed a Hakonyr post a bit ago. He got a 10 on a thunderfist vs some riders. Perhaps that total is a bit optimistic? (Roll+hope)


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

Still reading, I'm busy at work and got behind. Between that and my unfamiliarity with the system, I'm a little lost. :) I'm going to get something up tonight.


Happy to help with any questions, Qadir - but for now, forget mechanics beyond 2d6+skill mod, and focus on that great roleplaying I know you do. Not to set high expectations or anything - but I am.


And SORRY Hakonyr! I factored your damage into the fight but forgot to include it in the storytelling. I need to get better organized for big groups like this, I can tell! But I'm up to the challenge, don't worry.


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

I am beginning to realize that DW is a "Run in and do it" game, but I could be wrong.


You're not wrong. You're not wrong at all. Especially with my DMing style.


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 haven't mark any xp at all, dumb me :(

I'm going to update some bonds and I'm loving this game (even though I'm a newb to this system)

Frogfoot, I've used 2 of my lvl1 spells (For my first commune I should have 2 spells) Cause Fear and Magic Weapon, until my next commune I only have those two spells?
Commune works like preparing spells? I have to list the two spells that I'm going to be using?


Correct, you have access only to those spells at level 1. Communing is just like preparing spells, and you must choose carefully. However, all it takes is an hour or so in quiet contemplation of your deity to choose new ones.


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, I'm going to stick with those spells until my next commune


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

Aaaand Snake Eyes. Wonderful >.>


Outsider (human) Barbarian 2 xp 2 HP 23/23, Armor 1, Damage 1d10 (+1sword, all weapons forceful and messy)
Zim'wa wrote:
Aaaand Snake Eyes. Wonderful >.>

Hey xp is xp.


M Human Shaman 1 (Grim Worlds) | Armor: 1 | HP: 19/19
Xha the exile wrote:
Zim'wa wrote:
Aaaand Snake Eyes. Wonderful >.>
Hey xp is xp.

Only if I can enjoy it. Doesn't count for squat if I'm BBQ next post.


Outsider (human) Barbarian 2 xp 2 HP 23/23, Armor 1, Damage 1d10 (+1sword, all weapons forceful and messy)
Zim'wa wrote:
Xha the exile wrote:
Zim'wa wrote:
Aaaand Snake Eyes. Wonderful >.>
Hey xp is xp.
Only if I can enjoy it. Doesn't count for squat if I'm BBQ next post.

the xp will add to the flavor. :7)

Besides your version of the shaman has a death move right? Could be cool to see.


Outsider (human) Barbarian 2 xp 2 HP 23/23, Armor 1, Damage 1d10 (+1sword, all weapons forceful and messy)
DM Frogfoot wrote:
That's b$%$~%~&, but it's lawyer-quality b!$&@#@*. I like it.

Sorry FrogFoot. The meaning of your last post was lost in translation.


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

Audience claps and screams, women feint and children scream "Xha the hero" ooooooh

I have to roll for Defy Danger o Xha is saving the day for me?

Oops, Did I jump in too quick? I do not want to steal thunder/facetime.


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

No, good timing. I hoped you were going to save me because I'm having bad luck with my rolls lately.


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

That's what I'm here for.

The d6+d8 hunger mechanic might be a little too good though.
D6+d6 gives an average of 7. D6+d8 moves that to 8. As we get more stats into the +2/+3 territory it may prove too reliable.

Mind you if the Dice go south the Barbarian has defenses of jello.


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

OOooooo Someone order a Summoner, well done?
Don't forget to tip the delivery dragon!


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

Shaman.

But otherwise, pretty much.


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'll heal him when we get to res..nevermind...I'll help him if we survive.


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

I've got the mending spirit, so I can help myself if we get the chance. I'm just kind of worried about what might happen next time I roll at this rate >.>


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

It was a good roll, shame it was used to damage you.


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

Shaman.

But otherwise, pretty much.

Mr Praline (John Cleese, Parrot Sketch wrote:
(pause)I'm sorry, I have a cold {concussion}.

Taking a rest sounds good. Assuming we can loose the dragons, hopefully they will not enter/overfly the maze. If they do we will have to fight them, which will be bad.

The horses will likely run out of whatever was keeping them going but they were only temporary anyway.

Once we get folks back to functioning I think we have 2 goals. The castle and subverting the normative paradigm AKA smashing s$@+.

There is more going on with what this tower represents that we are aware of.
~Evidence, resources. With what they spent on this place they could gold-plate every man, woman, other, and child in the kingdom. Entertaining the rubes is not the real reason.

Until we know what is actually going on we are pawns in someone else's game. Being a pawn is not a long term survival strategy. We need to find a way off or through the gameboard.
The castle likely is not the way off the board but there might be clues or a chance when the level changes.

NOTE: Xha is unaware of any of this reasoning. He is a simple soul who lives to quaff and all that.

So thoughts? Seem reasonable or is Xha's concussion contagious?


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

You tossed him some string. When both of his hands are holding the tripwire taut.

He asked for string, not help. Xha was already lying down and paying little if any attention. Hunger:Mortal Pleasures FTW!

Xha has no clue that Cappy is in any danger.


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

My origional idea was to Call out to Quadir or Hakonyr to go help. Perhaps that would have been a better choice?


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

For the xp, I should count every roll I failed and mark 1 xp for it?


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

Every time the total after modifiers is 6 or less you mark XP. And deal with whatever else happens but you always get the XP.

It is a nifty mechanic for countering overspecialization. Take Xha currently he runs a +2 at Hacking. This means his minimum total is a 4 not a great deal of room there to earn XP.
You have to try things you are bad at to keep progressing. Nicely done.


That's right! Best to keep track as we go so you don't need to hunt through old posts.


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, just 1xp :(


Keep failing then! If you survive, you'll level up quickly. *evil laugh*


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

Speaking of XP how are you handling end of session stuff?


End of first session will likely happen when you complete the first floor of the Tower of Light. I try to have End of Session moves happen whenever they best fit within the story.


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

Is it round up or round down for the +1/2 health gain from resting?


Go ahead and round up. :)


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

Me - trailblazer,
Zim'wa - quartermaster
Cappy - scout
that sounds good?

...

I should have brought more food

Sounds perfect.

Speaking of food I find it amusing that the Barbarian gear list allows you to take 10 rations. BHut then so does the Fighter so not as odd as I thought.

The cleric gear list is just odd though.


Dwarf Male Metal Wizard || Hp 6/16 || AC-12 T-12 FF-10 || Fort +3, Ref +2, Will +5 || Init +2, Perception +3

It only has 5 rations, so I'm going to die of starvation before we finish the tower...


Outsider (human) Barbarian 2 xp 2 HP 23/23, Armor 1, Damage 1d10 (+1sword, all weapons forceful and messy)
Bosh Firebeard wrote:
It only has 5 rations, so I'm going to die of starvation before we finish the tower...

Looks closely.....

Nope you can get 10. but you have to pass on the healing potion.

See this..

Dungeon World Cleric gear wrote:
"Your load is 10+Str. You carry dungeon rations (5 uses, 1 weight) and some symbol of the divine, describe it (0 weight)."

plus this

Dungeon World Cleric gear wrote:


Choose one:

*Adventuring gear (1 weight) and dungeon rations (5 uses, 1 weight)
*Healing potion (0 weight)

The bit of Cleric gear I find odd is how you cannot have Chainmail and a shield. The chain armored cleric rocking a mace and shield is a classic look and DW usually allows the classics. See near-nude Barb w/ 2-handed sword.


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

Oh, then I made a mistake, editing my profile :P


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

Or I could be wrong. I am assuming where there are multiple bulleted gear there is an implied 'Choose one' but maybe you do get both?


I really don't mind if you guys have both. It's not like having both will make you OP, just a bit more flexible. Flexible is good.

Plus the more possessions you have the more I can take away.


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

So, can I have my shield back? :D


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

Yup!

I keep forgetting that DW is built on a permissive basis. The default answer for any question is yes, unless there is a good reason to say otherwise. Pathfinder is largely built on a restrictive basis where you need reasons to say why you can do something.

Must shift my thinking!


Yup! That about sums it up.


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

Hi guys. I'm still interested in my character and in playing, I just got so far behind that with you guys constantly posting I've not been able to get anything worthwhile together. Had a deadline at work this week or I'd have been able to get caught up. I can do so tomorrow night, but how do you want me to play joining up again? I see you won the battle against the horses and evaded the drake, but should I just say I was there being a distraction and making opportunistic strikes? With some idea how to incorporate myself, I can get something up tomorrow.

Sorry again for lack of posting, I just had a hard time getting back in after I fell so far behind. :(


Your dancing merely melded into the background until it will be called attention to. I'm perfectly comfortable with retconning that you were an equal contributor to the fight, no problem. You're just a little bit behind on XP and a little bit of roleplaying, but that is easily remedied. Just hop into the current situation, which is convenient, since the party is taking the time to rest a moment and introduce themselves.


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

What the frog said. And really one post every day or so will keep you in the action.

If things move past a bit where you wanted to comment or even try something just slap an "at the camp" or "earlier" tag on it and dive in. I expect both we players and the Frog King can roll with some temporal flexibility.


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

Little quiet here lately...


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

We are afraid of trolls, that's why...

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