Dungeon World PBP play (Inactive)

Game Master Elsine

Watch as our heroes, using skills aquired from across the continent, join together to combat evil and defend their adopted town


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Male Elf Level 6 Fighter (Armor 3, HP 25/25, xp 9/13 load 6/12) |STR 0|DEX 2|CON 1|INT 1|WIS 1|CHA 1

It wouldn't be Conwell. He's effeminate enough that he's frequently misgendered


Female Dwarf Channeler 8 (23/28 hp, 1 armor, d4 damage, 2/15 xp) (Str -1, Dex +2, Con +3, Int +2, Wis +1, Cha +0)

I think Belym could manage to be offended at that. Your first bond with her is also good. (And really, I'm impressed with your others as well. Writing bonds is one part of the game I don't really feel like I've gotten the knack for yet.)


Also, Ron, when did you hit level 3, and what new move and spells did you take?


HP: 22/22 | Gambit 0 | Def 0 | GG: 619 (+4026 infernal) | Aggressive 7.11 BM (6.0 Wiz -0 ongoing) | AC 4 | 1d8 | S 1 | D 3 | C 0 | I 3 | W 0 | CH 0 | Spells: Light, Prestidig., US, Shadow Walk

I didn't hit 3 yet but I have enough XP to do it when we camp. I updated my character sheet already though because I had some downtime earlier today. When I do have a chance I will learn detect magic, take the move reckless aggression, and prep invisibility along with MM and charm person.


Male Human Cleric 6 26/26 HP | 14 XP | Bless, Sanctuary, Speak With Dead | -2 cast a spell, 2 hold (spend 2 to make camp, 5 to escape labyrinth), blessed

Sheridan is in constant danger, I will keep them safe.

Seems like this will be a good start if you agree.


Male Ifrit Rogue - HP:7/14 AC:17 T:13 FF:14 F:+1 R:+6 W:+0 Init:+7 Perc:+5 DrkVisn:60' Enl/Red Inspired PosAttack
Skills:
Intimidate+8 Use Magic Device+8 Pf:Dance+8 Diplomacy+7 Disguise+7 Acrobatics+6 Disable Device+6 Stealth+6 Perception+5 Climb+4

Totally. They'll probably be my first DW character to die.


Male Ifrit Rogue - HP:7/14 AC:17 T:13 FF:14 F:+1 R:+6 W:+0 Init:+7 Perc:+5 DrkVisn:60' Enl/Red Inspired PosAttack
Skills:
Intimidate+8 Use Magic Device+8 Pf:Dance+8 Diplomacy+7 Disguise+7 Acrobatics+6 Disable Device+6 Stealth+6 Perception+5 Climb+4

On a scale from exactly to more-or-less, how gate-shaped is TAM?


Sheridan Driftwood wrote:
On a scale from exactly to more-or-less, how gate-shaped is TAM?

depends on the gate... Why do you ask...


Male Ifrit Rogue - HP:7/14 AC:17 T:13 FF:14 F:+1 R:+6 W:+0 Init:+7 Perc:+5 DrkVisn:60' Enl/Red Inspired PosAttack
Skills:
Intimidate+8 Use Magic Device+8 Pf:Dance+8 Diplomacy+7 Disguise+7 Acrobatics+6 Disable Device+6 Stealth+6 Perception+5 Climb+4

Would it be too far out there to seal up the gate area "around" TAM as a temporary gate? So if she's parked there side-on, the wall is whole, but she can get through front-on?


Sheridan Driftwood wrote:
Would it be too far out there to seal up the gate area "around" TAM as a temporary gate? So if she's parked there side-on, the wall is whole, but she can get through front-on?

I suppose, If belym wants to use bender, it's possible. but TAM can be hurt, and this will put (Her?) in danger, just to be clear.


Male Ifrit Rogue - HP:7/14 AC:17 T:13 FF:14 F:+1 R:+6 W:+0 Init:+7 Perc:+5 DrkVisn:60' Enl/Red Inspired PosAttack
Skills:
Intimidate+8 Use Magic Device+8 Pf:Dance+8 Diplomacy+7 Disguise+7 Acrobatics+6 Disable Device+6 Stealth+6 Perception+5 Climb+4

Male Nautilusks are palm-sized. Otherwise Sheridan wouldn't be so sure.

-but I'll keep that in mind for an emergency.


HP: 22/22 | Gambit 0 | Def 0 | GG: 619 (+4026 infernal) | Aggressive 7.11 BM (6.0 Wiz -0 ongoing) | AC 4 | 1d8 | S 1 | D 3 | C 0 | I 3 | W 0 | CH 0 | Spells: Light, Prestidig., US, Shadow Walk

Can we level during these town shenanigans?


Ron Bucanero wrote:
Can we level during these town shenanigans?

Sure, this is downtime compared to what's in store for you.


Male Elf Level 6 Fighter (Armor 3, HP 25/25, xp 9/13 load 6/12) |STR 0|DEX 2|CON 1|INT 1|WIS 1|CHA 1

Yay! I'm taking Merciless!


Female Dwarf Channeler 8 (23/28 hp, 1 armor, d4 damage, 2/15 xp) (Str -1, Dex +2, Con +3, Int +2, Wis +1, Cha +0)
DM Volsung wrote:
Ron Bucanero wrote:
Can we level during these town shenanigans?
Sure, this is downtime compared to what's in store for you.

That didn't sound ominous at all...but since the moment is here: Belym will add a point of Con, and take Signature Technique. Giant's Boulder is now Giant's Sharpened Stones (projectile, forceful, piercing), and the 4th slot is Barricade of Spikes (hazard, barrier).


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Male Ifrit Rogue - HP:7/14 AC:17 T:13 FF:14 F:+1 R:+6 W:+0 Init:+7 Perc:+5 DrkVisn:60' Enl/Red Inspired PosAttack
Skills:
Intimidate+8 Use Magic Device+8 Pf:Dance+8 Diplomacy+7 Disguise+7 Acrobatics+6 Disable Device+6 Stealth+6 Perception+5 Climb+4

I'm getting a very Bob Ross, Steve Erwin, understating everything kind of vibe playing Sheridan. He'd be pretty chill about a knife to the leg. Concerned, sure, but still mellow AF.


HP: 22/22 | Gambit 0 | Def 0 | GG: 619 (+4026 infernal) | Aggressive 7.11 BM (6.0 Wiz -0 ongoing) | AC 4 | 1d8 | S 1 | D 3 | C 0 | I 3 | W 0 | CH 0 | Spells: Light, Prestidig., US, Shadow Walk

I figure the PCs have some time to discuss options so this isn't too metagamey. Here are some half-baked ideas that are floating around in my head.

1. Invis in and poison their food.
2. Hire a merchant ship and head upriver with poisoned goods.
3. Lure them into Belym's death quarry.
4. Invis in, murder the commander, make it look like demons.
5. Ambush a patrol, make it look like ravagers.
6. Sheridan do the traveling marvel act as distraction for some combination of the above.
7. Risk the time it would take to locate the rest of the militia, and fight some sort of guerilla action.

Open to other ideas, this situation seems pretty bleak.


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Male Elf Level 6 Fighter (Armor 3, HP 25/25, xp 9/13 load 6/12) |STR 0|DEX 2|CON 1|INT 1|WIS 1|CHA 1

They seem to be afraid of Elves. We could invis in make it look like they were murdered by elves and that could spook them


Male Elf Level 6 Fighter (Armor 3, HP 25/25, xp 9/13 load 6/12) |STR 0|DEX 2|CON 1|INT 1|WIS 1|CHA 1

Oh! Can we use Belym's power to divert the river and drown/wash the army out?


Male Ifrit Rogue - HP:7/14 AC:17 T:13 FF:14 F:+1 R:+6 W:+0 Init:+7 Perc:+5 DrkVisn:60' Enl/Red Inspired PosAttack
Skills:
Intimidate+8 Use Magic Device+8 Pf:Dance+8 Diplomacy+7 Disguise+7 Acrobatics+6 Disable Device+6 Stealth+6 Perception+5 Climb+4

That would tip Sheridan further toward the "Belym must be contained" bond.


Female Dwarf Channeler 8 (23/28 hp, 1 armor, d4 damage, 2/15 xp) (Str -1, Dex +2, Con +3, Int +2, Wis +1, Cha +0)

Really, the invisibility+ poison trick seems like the best bet to me; we know the poison kicks in quickly and is debilitating, and the failure modes generally involve less "party is immediately being chased by an entire Braxan army detachment", as long as nothing interferes with Ron's concentration on the spell.

Edit: which is not to say I'm opposed to a more spectacular scheme involving amphibious assaults, collapsing earthworks, or geo-engineering, if those sound like more fun to anyone :-)


Male Elf Level 6 Fighter (Armor 3, HP 25/25, xp 9/13 load 6/12) |STR 0|DEX 2|CON 1|INT 1|WIS 1|CHA 1

The laws of roleplaying game planning states that interesting plans with grave risk have a better chance of succeeding than sneaky plans that probably can't fail. If we lose Ron's concentration (and we almost certainly will) we're in the MIDDLE of their army. If we figure out a way to draw the forces into a dangerous ambush where the army is chasing us, we have a better chance of succeeding.


Male Human Cleric 6 26/26 HP | 14 XP | Bless, Sanctuary, Speak With Dead | -2 cast a spell, 2 hold (spend 2 to make camp, 5 to escape labyrinth), blessed

I would disagree with the poisoning approach pretty severely, it's sort of against the faith.

I think regardless killing the leader is the best move, with or without the poisoning.


Male Elf Level 6 Fighter (Armor 3, HP 25/25, xp 9/13 load 6/12) |STR 0|DEX 2|CON 1|INT 1|WIS 1|CHA 1

The reality is that Conwall is going to be disappointed if he doesn't get to face someone in direct battle. It may as well be a Braxian solider...


Male Ifrit Rogue - HP:7/14 AC:17 T:13 FF:14 F:+1 R:+6 W:+0 Init:+7 Perc:+5 DrkVisn:60' Enl/Red Inspired PosAttack
Skills:
Intimidate+8 Use Magic Device+8 Pf:Dance+8 Diplomacy+7 Disguise+7 Acrobatics+6 Disable Device+6 Stealth+6 Perception+5 Climb+4

No solution for getting rid of the band will get rid of every one of them. We'll still have to clean up the smartest and strongest.


HP: 22/22 | Gambit 0 | Def 0 | GG: 619 (+4026 infernal) | Aggressive 7.11 BM (6.0 Wiz -0 ongoing) | AC 4 | 1d8 | S 1 | D 3 | C 0 | I 3 | W 0 | CH 0 | Spells: Light, Prestidig., US, Shadow Walk

Regardless of the ultimate mission, invisibility has an important limitation. It can only affect a single individual at a time and will drop on a hostile act. If we go with invis infiltration it will be a solo operation and I probably have to go so I can reinvis when something goes wrong.

So it is only a small part of the larger plan. I can disrupt or incapacitate but the rest of the group can and should execute one of the other plans.


Male Elf Level 6 Fighter (Armor 3, HP 25/25, xp 9/13 load 6/12) |STR 0|DEX 2|CON 1|INT 1|WIS 1|CHA 1
Ron Bucanero wrote:
Regardless of the ultimate mission, invisibility has an important limitation. It can only affect a single individual at a time and will drop on a hostile act.

I'm certain that poisoning people is a hostile act.


HP: 22/22 | Gambit 0 | Def 0 | GG: 619 (+4026 infernal) | Aggressive 7.11 BM (6.0 Wiz -0 ongoing) | AC 4 | 1d8 | S 1 | D 3 | C 0 | I 3 | W 0 | CH 0 | Spells: Light, Prestidig., US, Shadow Walk
Conwall wrote:
Ron Bucanero wrote:
Regardless of the ultimate mission, invisibility has an important limitation. It can only affect a single individual at a time and will drop on a hostile act.
I'm certain that poisoning people is a hostile act.

Sorry, it drops on an attack, so H&S or Volley or the like. I don't think dropping poison into a cookpot would do it.


Conwall wrote:
Ron Bucanero wrote:
Regardless of the ultimate mission, invisibility has an important limitation. It can only affect a single individual at a time and will drop on a hostile act.
I'm certain that poisoning people is a hostile act.

I'm not sure poisoning is an attack. it might be, depending on of you guys roll too many misses


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I'm disappointed, our 666th post in a demon-infested campaign, and it had nothing to do with devils.


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Male Elf Level 6 Fighter (Armor 3, HP 25/25, xp 9/13 load 6/12) |STR 0|DEX 2|CON 1|INT 1|WIS 1|CHA 1

Wait, Ron is just leaving? Does that mean Conwall is in charge?

Operation: Laughing then Jumping Off Things is go!


HP: 22/22 | Gambit 0 | Def 0 | GG: 619 (+4026 infernal) | Aggressive 7.11 BM (6.0 Wiz -0 ongoing) | AC 4 | 1d8 | S 1 | D 3 | C 0 | I 3 | W 0 | CH 0 | Spells: Light, Prestidig., US, Shadow Walk

He comes back when he finishes preparing to see what the rest of the plan is.


Conwall wrote:

Wait, Ron is just leaving? Does that mean Conwall is in charge?

Operation: Laughing then Jumping Off Things is go!

can I ask why he is in charge when ron leaves? who is the leader if you both are gone?


Male Ifrit Rogue - HP:7/14 AC:17 T:13 FF:14 F:+1 R:+6 W:+0 Init:+7 Perc:+5 DrkVisn:60' Enl/Red Inspired PosAttack
Skills:
Intimidate+8 Use Magic Device+8 Pf:Dance+8 Diplomacy+7 Disguise+7 Acrobatics+6 Disable Device+6 Stealth+6 Perception+5 Climb+4

That DR roll amounts to "Can the river be diverted to the quarry, and what would happen (especially to the town's water supply) if we tried?

(2 semesters of Geology and a mother in the oil industry speaking) Water will jump at an opportunity to fill a quarry, and they've probably spent time and effort keeping this river from doing exactly that. With a river that deep, it would bore out any throughput pretty fast, we just need to get it started. The bigger, more dangerous question is if, once the lake's filled, the river will:

stay its course (because the top of the quarry is above the river bank),
meander (fork, but rejoin its course because the quarry drains back to the river),
or flood the basin (because the quarry's walls are at or below the river's bottom).

We have bigger problems than armies if the answer is #3. (flooding, landslides, sink holes, etc.)


HP: 22/22 | Gambit 0 | Def 0 | GG: 619 (+4026 infernal) | Aggressive 7.11 BM (6.0 Wiz -0 ongoing) | AC 4 | 1d8 | S 1 | D 3 | C 0 | I 3 | W 0 | CH 0 | Spells: Light, Prestidig., US, Shadow Walk

Also, Ron isn't actually in charge of anything.


Male Elf Level 6 Fighter (Armor 3, HP 25/25, xp 9/13 load 6/12) |STR 0|DEX 2|CON 1|INT 1|WIS 1|CHA 1

Ron is the only person that Conwall is intimidated enough to not start making his own plans. When Ron isn't around Conwall makes his own plans. Note that most of Conwall's plans are "Stab First, Questions are for Cowards"


Sheridan Driftwood wrote:

That DR roll amounts to "Can the river be diverted to the quarry, and what would happen (especially to the town's water supply) if we tried?

(2 semesters of Geology and a mother in the oil industry speaking) Water will jump at an opportunity to fill a quarry, and they've probably spent time and effort keeping this river from doing exactly that. With a river that deep, it would bore out any throughput pretty fast, we just need to get it started. The bigger, more dangerous question is if, once the lake's filled, the river will:

stay its course (because the top of the quarry is above the river bank),
meander (fork, but rejoin its course because the quarry drains back to the river),
or flood the basin (because the quarry's walls are at or below the river's bottom).

We have bigger problems than armies if the answer is #3. (flooding, landslides, sink holes, etc.)

I had meant to tell you that you can't really trigger DR that way, but ill tell you that the quarry is above the river. (on the side of a large hill). Sorry, I forgot to say that in the game thread.


Male Ifrit Rogue - HP:7/14 AC:17 T:13 FF:14 F:+1 R:+6 W:+0 Init:+7 Perc:+5 DrkVisn:60' Enl/Red Inspired PosAttack
Skills:
Intimidate+8 Use Magic Device+8 Pf:Dance+8 Diplomacy+7 Disguise+7 Acrobatics+6 Disable Device+6 Stealth+6 Perception+5 Climb+4

Would it trigger if Ron were studying a battle map?


Male Elf Level 6 Fighter (Armor 3, HP 25/25, xp 9/13 load 6/12) |STR 0|DEX 2|CON 1|INT 1|WIS 1|CHA 1

So if the quarry is that much higher elevation than the river, can we flood it at all?


Sheridan Driftwood wrote:
Would it trigger if Ron were studying a battle map?

no, it would if he were examining scouts reports,, and surveying the battlefield though. plus i think he has a move for that


Conwall wrote:
So if the quarry is that much higher elevation than the river, can we flood it at all?

I should make a map

edit: I did, here it is

and Sheridan, I am trying to be consistent, please do call me out if im not, it's probably me forgetting a precedent.


Male Ifrit Rogue - HP:7/14 AC:17 T:13 FF:14 F:+1 R:+6 W:+0 Init:+7 Perc:+5 DrkVisn:60' Enl/Red Inspired PosAttack
Skills:
Intimidate+8 Use Magic Device+8 Pf:Dance+8 Diplomacy+7 Disguise+7 Acrobatics+6 Disable Device+6 Stealth+6 Perception+5 Climb+4

As long as you're consistent with how you interpret the rules.

Whatever Sheridan has to do to see where the "diverting the river" plan falls on a scale from "can't be done" to "would be a terrible idea" scale, that's what Sheridan is doing. Let me know if there are rolls involved with that.


Male Human Cleric 6 26/26 HP | 14 XP | Bless, Sanctuary, Speak With Dead | -2 cast a spell, 2 hold (spend 2 to make camp, 5 to escape labyrinth), blessed

I think that's normally spout lore IIRC


Male Elf Level 6 Fighter (Armor 3, HP 25/25, xp 9/13 load 6/12) |STR 0|DEX 2|CON 1|INT 1|WIS 1|CHA 1
DM Volsung wrote:
Conwall wrote:
So if the quarry is that much higher elevation than the river, can we flood it at all?

I should make a map

edit: I did, here it is

and Sheridan, I am trying to be consistent, please do call me out if im not, it's probably me forgetting a precedent.

Huh, that's somehow not what I was expecting. I was thinking of the river to the east in my mind. Is the hill that the Braxians are camping on elevated above or below the quarry?


Male Ifrit Rogue - HP:7/14 AC:17 T:13 FF:14 F:+1 R:+6 W:+0 Init:+7 Perc:+5 DrkVisn:60' Enl/Red Inspired PosAttack
Skills:
Intimidate+8 Use Magic Device+8 Pf:Dance+8 Diplomacy+7 Disguise+7 Acrobatics+6 Disable Device+6 Stealth+6 Perception+5 Climb+4
Iron Tom Bonney wrote:
I think that's normally spout lore IIRC

-and I have no problem if they say it sounded more like spout lore to them, and they change the bonus. That's sort of what they did.

When I posted, I wondered which it would be, and opted for my higher stat. I won't do that in the future.


Sheridan Driftwood wrote:
Iron Tom Bonney wrote:
I think that's normally spout lore IIRC

-and I have no problem if they say it sounded more like spout lore to them, and they change the bonus. That's sort of what they did.

When I posted, I wondered which it would be, and opted for my higher stat. I won't do that in the future.

For the record, I'm not upset, you made your best guess at what move you were triggering, it happens. I am sorry I forgot to respond, that was forgetful on my part. apologies


Conwall wrote:
DM Volsung wrote:
Conwall wrote:
So if the quarry is that much higher elevation than the river, can we flood it at all?

I should make a map

edit: I did, here it is

and Sheridan, I am trying to be consistent, please do call me out if im not, it's probably me forgetting a precedent.

Huh, that's somehow not what I was expecting. I was thinking of the river to the east in my mind. Is the hill that the Braxians are camping on elevated above or below the quarry?

It's above the quarry, which is in a valley below the hill. I forgot to add in Garin's presumed location, in case you guys want to meet up with him. ill add it in


HP: 22/22 | Gambit 0 | Def 0 | GG: 619 (+4026 infernal) | Aggressive 7.11 BM (6.0 Wiz -0 ongoing) | AC 4 | 1d8 | S 1 | D 3 | C 0 | I 3 | W 0 | CH 0 | Spells: Light, Prestidig., US, Shadow Walk

Oh, I thought Garin was much farther away. We can also make use of the militiamen that Tom saved.


Male Elf Level 6 Fighter (Armor 3, HP 25/25, xp 9/13 load 6/12) |STR 0|DEX 2|CON 1|INT 1|WIS 1|CHA 1

Iiiiiii don't know about that. We abandon the town and miss the army then we have real real problems. The milita should stay


Female Dwarf Channeler 8 (23/28 hp, 1 armor, d4 damage, 2/15 xp) (Str -1, Dex +2, Con +3, Int +2, Wis +1, Cha +0)

How big are the various groups? I think we have 25 or so in town, which would mean 50 with Garin, if I'm remembering everything correctly, and a couple of hundred Braxans?

Also, only after I posted that plan did the fatal meta-flaw strike me: splitting the PCs up completely like that is an awful plan :p

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