[DUNGEON WORLD] City of Strangers (Inactive)

Game Master Haladir

Map: Kaer Maga

Characters
Aegor (HP 19/19)
Chipluck (HP 19/19)
Dahlia (HP 23/23)
Halek (HP 20/20)
Pip (HP 15/15)
Silas (HP 18/18)


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In the outcast city of Kaer Maga, your business is YOUR business, and no ware is too dangerous or taboo to find a buyer. Within the walls of this ancient and half-ruined fortress, refugees and criminals from every nation disappear into the swirling crowds of gangs and monsters.

Here, leech-covered bloatmages haggle with religious zealots who sew their own lips shut, while naga crime lords squeeze self-mutilating troll prophets for protection money. And these are just the city’s anarchic residents, not the fearsome beasts barely contained in the mysterious dungeons beneath the streets, held at bay by the elite rangers known as the Duskwardens.

Welcome to the City of Strangers, a haven of freedom and independence—assuming you survive.

* * * *

This is an open recruitment thread for a sandbox-style campaign set in Kaer Maga, the City of Strangers.

This campaign will be using the Dungeon World game system.

What is Dungeon World?

Dungeon World is a table-top role-playing game system that is narrative-focued, fast-paced, and open-ended. In Dungeon World, every roll of the dice means that someting exciting happens. There are no dead-ends in Dungeon World: Every move always pushes the story forward, often in unexpectedly surprising and delightful ways.

Dungeon World uses the Powered by the Apocalypse (PbtA) game engine to re-create the look-and-feel and open-ended excitement of the early days of heroic fantasy role-playing gaming, while presenting a modern, simple-to-learn, unified game mechanic. In Dungeon World, the GM never touches the dice.

How is gameplay different than OGL systems (like Pathfinder)?

DW is still a level-based system, where you pick your class and race. Each class has unique abilities, and as your character increases in power, you gain new abilites that you can choose from.

The rules are much simpler, with far fewer fiddly bits, and there is a higher level of abstraction. You can create your character and be ready to play in about five minutes, and all the rules you need to know will be on your character sheet. Players and the GM spend far more time knee-deep in the narrative, describing actions and consequences, and very little time looking up rules.

Dungeon World focuses on narrative play. The central tenet is "Ask questions, leave gaps." Gameplay is more of a conversation than anything else. You say something, another player replies, and maybe someone else chimes in. The GM will frequently refer to the Fiction, which is the storyline of the characters and the world around them. Players have a strong hand in world-building.

In my 30+ years of playing TT RPGs, I have never encountered a system better-suited to sandbox-style play.

Does Dungeon World have an SRD?

Why, yes. Yes, it does.

So, how does a game like Dungeon World work in play-by-post?

Honestly, I'm not quite sure. This part is an experiment.

What is the setting?

Kaer Maga, Varisia, Inner Sea Region, Golarion.

The City of Strangers is a weird enough place that I think it would be very cool area to explore as a sandbox. We'll start out with everything painted in broad strokes, but as we play, we'll be fleshing out the city in the Fiction.

I will be using Pathfinder Chronicles: City of Strangers as a starting point, but I am not strictly beholden to Golarion canon in this campaign. I want to explore where the players send the storyline, and if we come up with cooler stuff than James Sutter did, then that's awesome!

What posting rate are you expecting?

I'd like to shoot for a post-a-day or so... maybe five posts per player per week? DW is faster-paced that OGL games, and I'm still not exactly sure how well it will work as a PbP. I'm interested to see how it goes!

What's next?

Are you interested? Then post below!

I will be looking for 4-6 players. I will need to cap at 6 players. If more than that are interested, I'll need to make some hard decisions...


I am definitely for anything Powered by the Apocalypse. I've played a little bit of Dungeon World IRL, and I have ran/played Blades in the Dark (which uses a bastardized version) and plan on running Mutant: Year Zero (which also uses a different bastardized version).

What kind of story are we looking to play in and what kind of story are you looking to run? Seedy underworld characters? Good guys trying to make a difference? I'm for whatever, really.

I'm thinking either a Wizard or a Bard. Last times I played, I played Paladins and Warriors and I've been on a rogue kick here on the boards lately (unchained rogues are just so good!)

Nope. Nevermind. I'm being an Arcane Duelist. Done. :D


KingHotTrash wrote:
What kind of story are we looking to play in and what kind of story are you looking to run? Seedy underworld characters? Good guys trying to make a difference? I'm for whatever, really.

I'm planning for us to figure that out in the Discussion thread once we have our players assemble.

One reason I picked Kaer Maga for the setting is that you can tell all kinds of different stories. That said, I tend to prefer GMing games where the PCs are the good guys.


Alrighty, sounds good. I'm thinking of a human noble who has been disowned from his family, looking to make it big where he can now.

Maybe start up an adventuring company or a mercenary guild of some sort.


Hi Haladir! I’d love to play. I’ve never played Dungein World before but am eager to try. I’m reading through the srd at the moment and am leaning towards a halfling fighter.

Scarab Sages

I was just doing some reading on that SRD. I am SO excited to play this game, wow!

I don't know yet what kind of character I'll dream up, but I am excited!


I don't own Dungeon Worlds, aaand I'm pretty entirely unfamiliar with Pathfinder's Golarian, but here's my best attempt: Sen, a ronin from a distant land.

Spoiler:
Sen, the Undefeated
Level 1 Neutral Barbarian Outsider (Human)
He looks about with shrouded eyes, his supple body unmarred by decoration. His samurai kimono is made of silks.

STATS
Str 16 (+2)
Dex 15 (+1)
Con 13 (+1)
Int 8 (-1)
Wis 12 (+0)
Cha 9 (+0)

HP 20/20 (8+Con)
ARMOR +1
BASE DMG d10

GEAR
Current/Max Load: 6/24 (8+Str)
- Dungeon Rations [5 uses, 1 weight]
- Dungeon Rations [5 uses, 1 weight]
- Wakizashi (Dagger) [hand, 1 weight]
- A pair of spectacles, which he wears as an accessory, but doesn't need as his eyesight is just fine (Totem)
- Katana (Two-handed Sword) [close, +1 damage, 2 weight]
- Adventuring Gear [5 uses, 1 weight]

STARTING MOVES
// Herculean Appetites
Choose two appetites. While pursuing one of your appetites if you would roll for a move, instead of rolling 2d6 you roll 1d6+1d8. If the d6 is the higher die of the pair, the GM will also introduce a complication or danger that comes about due to your heedless pursuits.
- Conquest
- Riches and Property

// The Upper Hand
You take +1 ongoing to last breath rolls. When you take your last breath, on a 7–9 you make an offer to Death in return for your life. If Death accepts he will return you to life. If not, you die.

// Musclebound
While you wield a weapon it gains the forceful and messy tags.

// What Are You Waiting For?
When you cry out a challenge to your enemies, roll+Con.
- On a 10+ they treat you as the most obvious threat to be dealt with and ignore your companions, take +2 damage ongoing against them.
- On a 7–9 only a few (the weakest or most foolhardy among them) fall prey to your taunting.

// Unencumbered, Unharmed
So long as you are below your Load and neither wear armor nor carry a shield, take +1 armor.


Kaer Maga is the only part of Golarian I ever really loved. I'm not familiar with the DW rules but I'll see if I can get something together.


Definitely interested. Will you allow us to use Class Warfare if we have it?

Scarab Sages

I think my top class picks are fighter and bard (a tie) followed by cleric. I love those write-ups for each class on the main page of the SRD, they really stimulate the imagination.


Count me in as interested. I love Kaer Maga and I've done a little bit of DW. I'm interested in rolling either a ranger that works with the Duskwardens or maybe a Bloatmage.

Scarab Sages

Do you want us to work on characters to apply for entry to the game?

Scarab Sages

I've played several (three, I think) Dungeon World games on here, and one is still active in my campaigns if you want to take a look at how that's being run (Plume's Monstrous Revenge Mission). I'd love to play in another. This system works really well on PbP.

I'd not play Immolator or Ranger or Theif. I've already done that.
Maybe Barbarian. That'd be new. :)

edit: hmm. 342 is already doing that. (not that having two of a class is bad. This system has the flexibility to differentiate characters in the same class pretty easily.)

I could do thief again. Theif was fun and fits well. We'll see. :)


It looks like we already have more than six players interested!

Cool!

It looks like I will have to make a choice as to which characters to add. I would like you to come up with character concepts, and I'll have to make some hard choices.

Let's leave Recruitment up until: Saturday 6/22/2018.

As for playbooks...

Any of the following playbooks are fine:

Basic Playbooks:

  • Barbarian
  • Bard
  • Cleric
  • Druid
  • Figher
  • Immolator
  • Paladin
  • Ranger
  • Thief
  • Wizard

Third-Party Playbooks:

I am happy to consider other playbooks. I have played previously with the above third-party playbooks, and they all seemed to work just fine.

If you want to use a race/class combo that's not supported by the playbook (e.g. an elf Thief), we can certainly work out an alternative race move for you.


GM Haladir, I have a question or two about the Arcane Duelist

Firstly, can I play one?

Secondly, I have a question about the Arcane Bladework move? So would it be that I make a Hack & Slash roll and then an Arcane Bladework roll to incorporate magic into it or do I just make an Arcane Bladework roll to attack?

Lastly, it seems that there is nothing written for being Good, Neutral, Evil, or what have you. We may need to write that up.

If that is a bit too complicated, I think I'll go with a Bard then. Nothing ever goes wrong when you have a Bard around.


KingHotTrash wrote:

GM Haladir, I have a question or two about the Arcane Duelist

Firstly, can I play one?

Secondly, I have a question about the Arcane Bladework move? So would it be that I make a Hack & Slash roll and then an Arcane Bladework roll to incorporate magic into it or do I just make an Arcane Bladework roll to attack?

Lastly, it seems that there is nothing written for being Good, Neutral, Evil, or what have you. We may need to write that up.

If that is a bit too complicated, I think I'll go with a Bard then. Nothing ever goes wrong when you have a Bard around.

I just bought the Arcane Duelist Playbook from DriveThru RPG ($3)...

It looks like the version on the DW SRD is missing a few things, (inlcuding alignment), and has some formatting issues that make some of the advanced moves hard to read.

Looking over the playbook, I'll allow it.

Re: Arcane Bladework: I would say that an Arcane Duelist can choose to use Arcane Bladework in place of Hack and Slash when engaging in melee combat. Remember that whenever you attempt to use magic, a failure (i.e. 6-) means that the GM gets to make a Hard Move against you, and will usually incorporate that botched magic into it...


AdamWarnock wrote:
Definitely interested. Will you allow us to use Class Warfare if we have it?

I am not familiar with that supplement. Let me see if I can find a copy...

[EDITED to add...]

After reading the description over at DriveThruRPG, Class Warfare looks like an alternate class creation system, rather than a set of playbooks. I'm already over my monthly gaming budget, so I'm going to have to say "no" at this time.


Alrighty. No worries there. I would recommend getting it though.

I'm starting to learn towards cleric, oddly enough.


Thief that works the Highside Stacks, super connected and super indebted to the thugs running the black market is the basic idea at the moment.

Liberty's Edge

What a curiously lightweight rule system. I'll have to do a little reading to get a better feel for it. Thank you for the link; I may be back to apply for the game, time permitting.


If anyone is leaning toward Fighter, I would recommend looking at Improved Fighter instead. I really like the Battle Instincts move: it adds a lot of possibilities in combat.

Scarab Sages

I was looking at fighter, but I'll need to see if anyone I know has the book.

Scarab Sages

The Improved Fighter link Haladir posted took me to a free character sheet that shows moves on it. Is there any information we'd be missing besides what's on there, Haladir?


I'll definitely be doing up an Arcane Duelist then. My weekend is pretty damn busy with gaming so I'll get my crunch and concept up as soon as I can.

Scarab Sages

The link seems to be "damaged or corrupted" for me


After some fiddling I decided the easiest way to do this would just be to put the character sheet on a slide and edit in my selections:

Rook's Character Sheet

Please let me know if you have trouble viewing.

Also a question, the sheet gives me 10 coins to start with. Am I allowed to buy additional stuff with that at this time?

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I've been looking for an opportunity to use my Dungeon World book for over a year and I've ALWAYS wanted to do sandboxy things in Kaer Maga! How much time do I have to apply?


Really loving the fact that I'm seeing PBtA games showing up on here. I rolled up an Elven Improved Fighter: Elohiir Minathas.

Scarab Sages

Using Elohiir's character sheet, I've now seen the imp. Fighter.

I'm having a harder time than normal coming up with a concept. Hmmm.

Scarab Sages

I have one! Also an improved fighter, but very different.

Fluff/Crunch to come soon!

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I have to ask the folks who've got sheets up already: how did you set those up? I'm not sure how where to find those playbooks online (I have a hard copy of the book) so I can get a cleric of Abadar set up. Also, I noticed mishima appears to have made some bonds with Kaer Maga's people and places, while TheUnthinker hasn't set them up, presumably waiting for the other players to be selected before making bonds with their characters, which I assume is what we're supposed to do, having played Apocalypse World in the past.


I just used the free pdf called 'dungeon world play sheets' the DM linked above. You can also google 'dungeon world pdf' and its the first link that pops up. Then I screen-shotted the thief pages and pasted into slides, as a master slide. Finally I put text boxes and symbols over the spaces and typed stuff in before sharing.

Scarab Sages

Aaaand I just type things out in a standard alias. :)

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Okay, I followed CCCXLII's example and wrote it out in this post.

Dahlia the Cleric of Abadar:
Dahlia
Level 1 Lawful Cleric (Human)
She looks about with sharp eyes, her flabby body clothed in common garb. She has strange hair.

STATS
Str 9 (+0)
Dex 8 (-1)
Con 15 (+1)
Int 13 (+1)
Wis 16 (+2)
Cha 12 (+0)

HP 23/23 (8+Con)
ARMOR +1
BASE DMG d6

GEAR
Current/Max Load: 5/17 (8+Str)
- 2 Dungeon rations [5 uses, 1 weight]
- Symbol of the Divine [Golden Key Amulet, 0 weight]
- Chainmail [1 Armor, 1 weight]
- Mace [close, 1 weight]
- Adventuring Gear [5 uses, 1 weight]

STARTING MOVES
// Deity
You serve and worship some deity or power which grants you spells. Give your god a name (Abadar) and choose your deity’s domain and one precept of your religion:
- Civilization
- Your religion has important sacrificial rites, add Petition: Offering

// Divine Guidance
When you petition your deity according to the precept of your religion, you are granted some useful knowledge or boon related to your deity’s domain. The GM will tell you what.

// Turn Undead
When you hold your holy symbol aloft and call on your deity for protection, roll+Wis.

✴ On a 7+, so long as you continue to pray and brandish your holy symbol, no undead may come within reach of you.

✴ On a 10+, you also momentarily daze intelligent undead and cause mindless undead to flee. Aggression breaks the effects and they are able to act as normal. Intelligent undead may still find ways to harry you from afar. They’re clever like that.

// Commune
When you spend uninterrupted time (an hour or so) in quiet communion with your deity, you:
- Lose any spells already granted to you.
- Are granted new spells of your choice whose total levels don’t exceed your own level+1, and none of which is a higher level than your own level.
- Prepare all of your rotes, which never count against your limit.

// Cast a Spell
When you unleash a spell granted to you by your deity, roll+Wis.

✴ On a 10+, the spell is successfully cast and your deity does not revoke the spell, so you may cast it again.

✴ On a 7–9, the spell is cast, but choose one:
- You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
- Your casting distances you from your deity—take -1 ongoing to cast a spell until the next time you commune.
- After you cast it, the spell is revoked by your deity. You cannot cast the spell again until you commune and have it granted to you.

Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.


As far as basic backstory goes, she was an accountant for the Church of Abadar before getting the itch to go out and make things better in the city. If anything needs tweaking, please let me know!

Scarab Sages

Pip crunch, first run:

Name: Piper 'Pip' Zappenpop
Look: Eagre Eyes, Wild Hair, Scarred Skin, Built body
Stats: Str 16 (+2), Cha 15 (+1), Con 13 (+1), Dex 11 (+0), Int 9 (+0), Wis 8 (-1)
Your maximum HP is 10+Constitution. = 23
Your base damage is d10
Load: 12+str = 14

Alignement: Neutral - Defeat a worthy opponent.

Race: Halfling, When you defy danger and use your small size to your advantage, take +1

Fill in the name of one of your companions in at least one:

owes me their life, whether they admit it or not.

I have sworn to protect .

I worry about the ability of to survive in the dungeon.

is soft, but I will make them hard like me.

Your Load is 9+STR. = 8

Starting Moves
Bend Bars, Lift Gates
When you use pure strength to destroy an inanimate obstacle, roll+Str.

On a 10+, choose 3.
On a 7-9 choose 2.

It doesn’t take a very long time
Nothing of value is damaged
It doesn’t make an inordinate amount of noise
You can fix the thing again without a lot of effort

Armored
You ignore the clumsy tag on armor you wear.

Signature Weapon
This is your weapon. There are many like it, but this one is yours. Your weapon is your best friend. It is your life. You master it as you master your life. Your weapon, without you, is useless. Without your weapon, you are useless. You must wield your weapon true.

Choose a base description, all are 2 weight:
Sword
Axe
Hammer
Spear
Flail
Fists

Choose the range that best fits your weapon:
Hand
Close
Reach

Choose two enhancements:
Hooks and spikes. +1 damage, but +1 weight.
Sharp. +2 piercing.
Perfectly weighted. Add precise.
Serrated edges. +1 damage.
Glows in the presence of one type of creature, your choice.
Huge. Add messy and forceful.
Versatile. Choose an additional range.
Well-crafted. -1 weight.

Choose a look:
Ancient
Crude
Unblemished
Ornate
Blood-stained
Sinister
Marked

Weapon: Ticklers: The weapons that adorn Pip's fists look very much like weighted gloves wrapped in spiked wire. Because they are. They double the size of the little halfling's fists, but when she charges there are very few weapons as fearsome.

Gear
Your load is 12+Str. You carry your signature weapon and dungeon rations (5 uses, 1 weight). Choose your defenses:

Chainmail (1 armor, 1 weight) and adventuring gear (1 weight)
Scale armor (2 armor, 3 weight)
Choose two:

2 Healing potions (0 weight)
Shield (+1 armor, 2 weight)
Antitoxin (0 weight), dungeon rations (1 weight), and poultices and herbs (1 weight)
22 coins

Fluff to come


Orgud the Dwarven Fighter

Orgud was one of the Old Guard. Dependable, reliable, sturdy - he was one who held the embodiment of what it was to be a dwarf. But retirement has come and gone, and his days are spent drinking in the tavern, hoping for someone to start something with anyone near him just so he can relieve the boredom.

His armor is still polished, his oaken shield still sturdy, his old dwarven ax still sharp. And he sits at the bar, waiting for something to happen.

---------

I own a copy of Dungeon World, and I've played one game. I've never read about the City of Strangers, but I do know some Golarion lore.

Scarab Sages

I think you shared the wrong one there, bookrat. That one appears to be blank to me.


Choon wrote:
I think you shared the wrong one there, bookrat. That one appears to be blank to me.

I most certainly did! Thanks! Link is fixed.

Scarab Sages

Piper final crunch:

Look:
Eyes: Eager
Hair: Wild
Skin: Scarred
Body: Built
Stats:
Strength: 16 (+2)
Dexterity: 11 (+0)
Constitution: 13 (+01)
Intelligence:9 (+0)
Wisdom: 8 (-1)
Charisma: 15 (+1)
Damage: d10
Armor: 1
HP: 23/23 dice
Alignment: Neutral - Defeat a worthy opponent.
Race: Halfling, When you defy danger and use your small size to your advantage, take +1
Bonds:
X owes me their life, whether they admit it or not.
I have sworn to protect X.
I worry about the ability of X to survive in the dungeon.
X is soft, but I will make them hard like me.
Moves:
Bend Bars, Lift Gates
When you use pure strength to destroy an inanimate obstacle, roll+Str.
On a 10+, choose 3.
On a 7-9 choose 2.
It doesn’t take a very long time
Nothing of value is damaged
It doesn’t make an inordinate amount of noise
You can fix the thing again without a lot of effort
Battle Instincts
When you confront a worthy foe, roll +STR. On a 10+, hold 3. On a 7-9, hold 1. Spend
1 hold at any time to do one of the following:
• Negate a move made by your worthy foe as it is made.
• Discover a way to exploit the environment to your advantage.
• Discover a previously unknown weakness of your worthy foe.
• Discover a previously unknown strength of your worthy foe.
Armored
You ignore the clumsy tag on armor you wear.
Signature Weapon
This is your weapon. There are many like it, but this one is yours. Your weapon is your best friend. It is your life. You master it as you master your life. Your weapon, without you, is useless. Without your weapon, you are useless. You must wield your weapon true.
Choose a base description, all are 2 weight:
Sword, Axe, Hammer, Spear, Flail, Fists
Choose the range that best fits your weapon:
Hand, Close, Reach
Choose two enhancements:
Hooks and spikes. +1 damage, but +1 weight.
Sharp. +2 piercing.
Perfectly weighted. Add precise.
Serrated edges. +1 damage.
Glows in the presence of one type of creature, your choice.
Huge. Add messy and forceful.
Versatile. Choose an additional range.
Well-crafted. -1 weight.
Choose a look:
Ancient, Crude, Unblemished, Ornate, Blood-stained, Sinister, Marked
Weapon:
Ticklers: The weapons that adorn Pip's fists look very much like weighted gloves wrapped in spiked wire. Because they are. They double the size of the little halfling's fists, but when she charges in there are very few weapons as fearsome.
Gear:
Your load is 12+Str = 15 Current: 8
Ticklers (3 weight)
Chainmail (1 armor, 1 weight)
adventuring gear (1 weight)[/b]
dungeon rations (5 uses, 1 weight)
Antitoxin (0 weight)
dungeon rations (1 weight)
poultices and herbs (1 weight)
22 coins

Piper 'Pip' Zappenpop was born in cheliax near Devil's Peak in the west. That's all she knows. Somehow her parents managed to get out and ended up, again somehow, in Ker Magna. Pip has grown to adore the city and all it's 'quirks'. She is an irrepressibly happy girl with a mean streak that will flay the flesh from your bones. Literally. In this city you are the hunted or the hunter. Pip learned early that she was the latter. She was poor and couldn't afford much in the way of weaponry, so she fashioned for herself some gloves with metal plates and chain woven into them. They were heavy, but she was strong. Later she added spikes and blades to make her more effective.

Then, one day, she was captured by some weird people in dark robes, put in a magic circle, and left there while they did creepy stuff. Then she woke up. The circle was gone. The robes were gone. Her hands glowed slightly. !!!

Pip ripped off her weaponized gloves to find that it was actually her hands that glowed! They swirled with arcane patterns and symbols! Wierd. She put her gloves back on and the light was barely noticeable.

Later she was defending a child from a trafficer when she attempted to catch an entire wagon that was tipped in the scuffle! And she wasn't squished! The symbols glowed brightly for a moment and she righted the wagon with a mighty heave! The robes had given her strength beyond measure! Wow!

Now she is a mercenary and recreational power lifter who loves to challenge ogres to contests of strength and then walk away with all their money!


Hey Choon,

Your HP on your second post is different from your first post. I think your first post is correct. HP = 10 + Con Score. (I could be wrong, but I think that's correct).

Scarab Sages

bookrat wrote:

Hey Choon,

Your HP on your second post is different from your first post. I think your first post is correct. HP = 10 + Con Score. (I could be wrong, but I think that's correct).

Nope, you're right. Thanks!


Halek the Ranger:
Level 1 Good Ranger (Human)
He hunts with his sharp eyes, his bald head reflecting the torchlight and his lithe body clad in grey and blue camouflage clothing.

Stats Str 13 (+1) Dex 16 (+2) Con 12 (-) Int 9 (-) Wis 15 (+1) Cha 8 (-1)
HP 20 (8+Con)
Armor 1
Base Damage d8

Gear Current/Max Load 7/24 (11+Str)
Dungeon Rations (5 uses, 1 weight)
Leather Armor (1 load)
2 Bundles of arrows (6 ammo, 2 weight)
Hunter's Bow (near, far, 1 weight)
Short sword (close, 1 weight)
Adventuring gear (1 weight)

Starting Moves

Hunt and Track (Wis)
When you follow a trail of clues left behind by passing creatures, roll+WIS.
✴ On a 7+, you follow the creature’s trail until there’s a significant change in its direction or mode of travel.
✴ On a 10+, you also choose 1:
Gain a useful bit of information about your quarry, the GM will tell you what
Determine what caused the trail to end

Called Shot
When you attack a defenseless or surprised enemy at range, you can choose to deal your damage or name your target and roll+DEX.
Head
✴ 10+: As 7–9, plus your damage
✴ 7-9: They do nothing but stand and drool for a few moments.
Arms
✴ 10+: As 7-9, plus your damage
✴ 7-9: They drop anything they’re holding.
Legs
✴ 10+: As 7-9, plus your damage
✴ 7-9: They’re hobbled and slow moving.

Animal Companion
A young hippogriff named Runt (Halek is very creative).
Ferocity +1 Cunning +2 1 Armor Instinct +1
Strengths Fast
Training Fight humanoids, fight monsters, search
Weaknesses Flighty

Command
When you work with your animal companion on something it’s trained in

and you attack the same target, add its ferocity to your damage
and you track, add its cunning to your roll
and you take damage, add its armor to your armor
and you discern realities, add its cunning to your roll
and you parley, add its cunning to your roll
and someone interferes with you, add its instinct to their roll

Human When you make camp in a dungeon or city, you don't need to consume a ration.

Good Endanger yourself to combat an unnatural threat.

Halek was a junior marine in the Sable Company in Korvosa when Queen Ileosa took the crown and subsequently dissolved the company. Rather than turning in his badge and watching the city crumble, he stole the hippogriff foal that he was training and fled for Kaer Maga where he shaved his head to throw off the pursuit he believes is coming. The anarchic city doesn't exactly appeal to him, having practically been raised in the military back in Korvosa, so he gravitated toward the Duskwardens despite the fact that it would take him underground and away from the skies. Still, it's a respected job, he doesn't have to talk to people that much and he sees the value in it.

(If the animal companion choice is a problem, I can adjust.)


Well, after much waffling and procrastinating, I've decided on playing a hippie elf druid.*

Character sheet:

Aegor the Beast

Before you sits an elven man with a wild mane of black hair and eyes more akin to a wolf's than an elves. He's dressed in ragged and worn hides that are stained with the remains of past meals.

==STATS==
STR: 15
DEX: 12
CON: 13
INT: 9
WIS: 16
CHA:8

Race: Elf
Alignment: Neutral
HP: 19
Armor: 1
Damage: d6
Load: 21

==STARTING MOVES==
Elf
The sap of the elder trees flows within you. In addition to any other attunements, the Great Forest is always considered your land.

Neutral
Eliminate an unnatural menace.

Born of the Soil
Tell: Amber wolf's eyes that glow golden in the dark.
Lands: The Great Forests, The Whispering Plains

You learned your magic in a place whose spirits are strong and ancient and they’ve marked you as one of their own. No matter where you go, they live within you and allow you to take their shape. Choose one of the following. It is the land to which you are attuned—when shapeshifting you may take the shape of any animal who might live in your Land.
• The Great Forests
• The Whispering Plains
• The Vast Desert
• The Stinking Mire
• The River Delta
• The Depths of the Earth
• The Sapphire Islands
• The Open Sea
• The Towering Mountains
• The Frozen North
• The Blasted Wasteland

Chose a tell—a physical attribute that marks you as born of the soil—that reflects the spirit of your land. It may be an animal feature like antlers or leopard’s spots or something more general: hair like leaves or eyes of glittering crystal. Your tell remains no matter what shape you take.

Tell: Amber wolf's eyes that glow golden in the dark.
Lands: The Great Forests, The Whispering Plains

By Nature Sustained
You don’t need to eat or drink. If a move tells you to mark off a ration just ignore it.

Spirit Tongue
The grunts, barks, chirps, and calls of the creatures of the wild are as language to you. You can understand any animal native to your land or akin to one whose essence you have studied.

Shapeshifter
When you call upon the spirits to change your shape, roll+Wis.
✴On a 10+ hold 3.
✴On a 7–9 hold 2.
✴On a miss hold 1
in addition to whatever the GM says.

You may take on the physical form of any species whose essence you have studied or who lives in your land: you and your possessions meld into a perfect copy of the species’ form. You have any innate abilities and weaknesses of the form: claws, wings, gills, breathing water instead of air. You still use your normal stats but some moves may be harder to trigger—a housecat will find it hard to do battle with an ogre. The GM will also tell you one or more moves associated with your new form. Spend 1 hold to make that move. Once you’re out of hold, you return to your natural form. At any time, you may spend all your hold and revert to your natural form.

Studied Essence
When you spend time in contemplation of an animal spirit, you may add its species to those you can assume using shapeshifting.

==GEAR==
Current Load: 3/21

- Token of the Land (0 weight, A leather thong with wooden beads, one for each type of tree in the forests and the plains. The beads hold both a hawk's and an owl's feather.)
- Hide armor (1 armor, 1 weight)
- Staff (close, two-handed, 1 weight)
- Adventuring gear (1 weight)

==BONDS==
____________________ smells more like prey than a hunter.
The spirits spoke to me of a great danger that follows ______________.
I have showed ________________ a secret rite of the Land.
___________ has tasted my blood and I theirs. We are bound by it.

Background:

Not much to Aegor. He's a gruff elf that has spent many years walking the wilds of Varisia. To say his manners are unpolished is like saying the Storval Plateau is a little dry in the summer. He doesn't seem to know how to use silverware and makes orcs look like dainty eaters.

Oh, and whatever you do, don't pick a fight with him. He fights dirty.

*One fo those things is false.


Wow! So many great concepts and so much enthusiasm for this game! I'm going to have a REALLY hard time choosing.

I am very pleasantly surprised to see so much interest in Dungeon World on the Paizo boards!

I'm going to leave Recruitment up through Thursday, and will make my final decisions on Friday June 22.

I wish I had the time and wherewithal to run two tables, but I have to be realistic. This is going to be hard!

Radiant Oath

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I am so excited! :D

Scarab Sages

I am anticipating selection day as well, but I'm trying to stay calm. "Don't Panic", as the Guide says.


Note on Playbooks: Playbooks themselves include all of the special rules for the character. The only other Moves you'll need to know are the Basic Moves and Special Moves available to all characters.

Some folks have said that the link to the Improved Fighter playbook was broken. This link goes to a MediaFire page, where you should be able to download a copy for free. I don't see this playbook on DriveThruRPG, and I think it was originally somebody's homebrew.

Here are the applicants so far...

KingHotTrash: An Arcane Duelist (no submitted stats yet)
CCCXLII: Sen the Undefeated (human barbarian)
Mishima: Rook (halfling thief)
The Unthinker: Elohiir Minathas (elf fighter)
Archpaladin Zousha: Dahlia, Servant of Abadar (human cleric)
Choon: Pip (halfling fighter)
Bookrat: Orgud (dwarf fighter)
James Keegan: Halek (human ranger)
AdamWarnock: Aegor the Beast (elf druid)

Did I miss anybody?


I didn't notice the improved fighter before. Should we just assume all fighter applicants use that one? Is there a reason to take the core fighter over it?


So I have decided to go with a Bard instead of the Arcane Duelist. I sadly can't afford the measly three dollars, being between work sucks balls and I wanted to have everything complete.

A Chelaxian Bard Goes To Kaer Maga...:
Syllus Asgavan
Level 1 Neutral Bard (Human)
He looks about with fiery eyes, his fit body clothed in aristocratic clothing. He has cropped hair.

STATS
Str 08 (-1)
Dex 15 (+1)
Con 12 (+0)
Int 13 (+1)
Wis 09 (+0)
Cha 16 (+2)

HP 18/18 (8+Con)
ARMOR +1
BASE DMG d8
NEUTRAL: Avoid a conflict or defuse a tense situation

GEAR
Current/Max Load: 5/16 (8+Str)
- A songbook in a forgotten tongue (0 Weight)
- Leather Armor (1 armor, 1 weight)
- Dueling Rapier (close, precise, 2 weight)
- Adventuring Gear (5 uses, 1 weight)
- Dungeon Rations (5 uses, 1 weight)

STARTING MOVES
// Human
When you first enter a civilized settlement someone who respects the custom of hospitality to minstrels will take you in as their guest.

// Arcane Art
When you weave a performance into a basic spell, choose an ally and an effect:
- On a 10+, deal your damage and apply 1 technique.
- On a 7-9, deal your damage and apply 1 technique, and your opponent attacks you.
- Their mind is shaken clear of one enchantment
- The next time someone successfully assists the target with aid, they get +2 instead of +1
Then roll +cha
- On a 10+, the ally gets the selected effect
- On a 7-9, your spell still works, but you draw unwanted attention or your magic reverberates to other targets affecting them as well, GM's choice.

// Bardic Lore
Choose an area of expertise:
- Spells and Magicks
When you first encounter an important creature, location, or item (your call) covered by your bardic lore, you can ask the GM any one question about it. The GM will answer truthfully. The GM may then ask you what tale, song, or legend you heard that information in.

// Charming And Open
When you speak frankly with someone, you can ask their player a question from the list below. They must answer it truthfully, then they may ask you a question from the list (which you must answer truthfully).
- Whom do you serve?
- What do you wish I would do?
- How can I get you to -blank-?
- What are you really feeling right now?
- What do you most desire?

// A Port In The Storm
When you return to a civilized settlement you’ve visited before, tell the GM when you were last here. They’ll tell you how it’s changed since then.

BONDS

This is not my first adventure with -blank-.

I sang stories of -blank- long before I ever met them in person.

-blank- is often the butt of my jokes.

I am writing a ballad about the adventures of -blank-.

-blank- trusted me with a secret.

-blank- does not trust me, and for good reason.

My idea is a former Chelaxian nobleman, who lost power when his house fell out of rulership. Caught planning sedition against the new ruling house, he has taken the tricks he knows and escaped the empire. On the run and being hunted, he retreated to Kaer Maga to lose them and to start again.

Scarab Sages

bookrat wrote:
I didn't notice the improved fighter before. Should we just assume all fighter applicants use that one? Is there a reason to take the core fighter over it?

None that I can see.

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