Dungeon World - The Moaning of Hollow Timbers (Inactive)

Game Master kdtompos

"To light a candle is to cast a shadow." ~ Ursula K. Le Guin

Basic Moves List


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XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

Thanks for the heads up, Skorabor. I'm back from vacation now as well and will be catching up today on the posts. If we're at a place to move forward, we'll do that as well! Thank you all for your patience!


Male Skinkfolk Necromancer 1| 3 XP| 1 Armor | 4/6 Load| 8/16 HP

Mandus has returned from the north shores of Lake Superior and is ready to resume some mayhem.


I'd agree with Mandus that we clearly learned important things about the world, and that we defeated a notable monster...and that we didn't loot memorable treasure.

That's +2

Also, do we get +1 for acting in accordance with our drive? mine says
"Prey on the unnatural -- Many halflings choose to live life like the fieldmouse, hidden under the feet of humans. I choose to live like the owl, hunting those that would destroy nature’s balance."

I suspect that's +1 for me this time around as well.

The bonds are a bit confusing for me.

First I have three bonds with three folks who won't be continuing on with us: Morgan, Karn, and Gilder. (Or is one or more continuing as an NPC? And even if they do, does it make sense to have bonds with an NPC?) I suppose what you're saying is just to drop those three and mark +1 for the set. Easy enough...though it feels a bit like cheating to get +1 for just erasing bonds with folks who left.

Now, about my remaining bonds:
[Skorabor] has something to teach me about the hunt.
-- I think I can see how this'll be resolved...someday I'll learn something about the hunt from Skorabor, be a better hunter because of it, remove this bond and mark XP.
[Skorabor] has tasted my blood and I theirs. We are bound by it.
-- This one's harder for me to think of how it might be resolved. One option is that that bond get's severed, say if he betrays me, and I no longer consider him a brother. (Hopefully not!) How else might this be resolved?

...and of course now that I've met Mandus and Gil, I'll figure out a bond for each of them.

Anyway, I think that puts me at 7 XP, just a fumble away from leveling up. Meanwhile, thanks for a fun game, and for taking the time to teach us and patiently answer long questioning posts like this one!

EDIT: just realized I did write a Mandus bond:
[Mandus] is a menace who doesn’t understand the damage he does to the balance, but I'll put up with his unnatural meddling if I have to...at least as long as he's of use against this greater menace.

-- and yeah, that's so far all Horn sees in him. No resolution there! ;-)

EDIT 2: *sigh.* I should've read the SRD before posting. It says "When you reach the end of a session, choose one of your bonds that you feel is resolved (completely explored, no longer relevant, or otherwise). Ask the player of the character you have the bond with if they agree. If they do, mark XP and write a new bond with whomever you wish."

That answers my question. I can see how, someday, Skorabor and I might decide we've adequately explored the 'bonded brothers' thing. Or that there's no more point in me trying to get Mandus to understand that he's destroying the Balance. Thanks again!

EDIT 3: OK, I've got a bond with Gil now: [Gil] is selfish and arrogant. I will do my best not to depend on him for anything.


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

I am posting this to both of my DW games, as I'm going to be making some changes to the way I am GMing them. This is coming from some revelations I've had regarding solutions to common problems or hang ups that I think may help.

Alright, this post may get long, because I’m a long-winded person. Apologies in advance.

I’ve compiled this information together because I would like to approach this game somewhat differently than I have so far. And rather than just change it without any warning, it’s always better to do so with a framework for what will be changing as well as the “why”.

Dungeon World has one of its greatest strengths in the dialogue that goes back and forth between players, and with the GM. Without this aspect, it gets quite clunky: there are only a handful of moves which are less than dynamic in their initial description. This, I believe, is why the creators emphasized that fiction is the priority and that moves only arise out of what is occurring in the fiction.

Similarly, if the game gets reduced to simply making “moves” it not only becomes clunky but also boils down to a seemingly endless teeter-totter of “I hope I make enough 10+ rolls to overcome all the complications that arise from the others”.

I’ve been trying to figure out how to do this in a PbP format because, while such a format really caters to a system like this without initiative order or a need for meticulous strategy, posting in forums is one of the most awkward ways to have something resembling a “conversation”. In researching this (believe me, I’m always trying to get new ideas and figure out how to run these games better… I have a lot of ways to improve) I’ve found that the whole dialogue characteristic of this game is a rather difficult concept to maintain even in tabletop situations.

-----------------------------------------------

So in a continued pursuit to really build these games into the best they can be, I’ve come across some things I’d like to do differently:

First, and this is the most broad sweeping change, I am choosing to slow down the pace at which I try to plow the game forward in favor of developing this conversation. This means that I will spend more time asking questions, or perhaps explaining a detail that maybe wasn’t apparent before (Examples below). This is not exciting because PbPs already move so slowly, but I’d rather do something really engaging and slow than clunky and fast (cue your innuendo of choice).

Examples:
  • I want to make more frequent use of the “how” question. This might get annoying, but after a while you might begin to anticipate it. ”I’m going to sneak up on the Kobolds.” Great idea, they haven’t spotted any of you yet. How are you going to keep it that way? ”By moving quietly and staying out of sight” That should work. How are you going about that? ”By slipping off my boots and flattening myself against the rightside wall where the torchlight doesn’t seem to reach as much.”
  • I will also try to clarify things based on assumptions you seem to be making or threats I fear I didn’t make clear. ”I’ll charge the gnolls with my war axe raised, hoping to hack down the white one barking out the orders. Dogs don’t scare me.” Take out the leader, huh? That’s a great idea, but they’ve all got long halberds—which means they’re gonna be choppin’ at you before you can even get close enough to bring that axe down. Still charging in? ”Hell yeah. ‘Cause once I get up in their snouts those halberds are worthless. But I’ll also try to jump over their first swings when they come. Death from above and all that…” // or // ”I’ll shapeshift into a fox and then race into the brush, I doubt those Ogres can follow me very quickly through that!” Oh yeah, the foliage is pretty dense here it would slow them down a lot. But the one with the bloody maul is already swinging it at you. You’re gonna get whacked pretty hard while you shift forms. That work? ”Oh, it’s not instant? Ok, shoot, that makes sense. I’ll try and slide between its legs first to dodge the swing. Then when I’m behind him, it’s fox time.”
  • I also invite questions, as I’d love to help you understand the setting or situation further (whether the questions are explicit or implicit). ”This is getting nasty. I’m definitely not a fan of being stuck in here with these things. I’ll look around, is there at least anything I can take cover behind?” Looking around the bedroom you see an overturned end-table that might cover you partially, or you could crouch behind the burning bed if you don’t mind the risk. There’s also a closet, but it’s really a dead end if someone follows (answering explicit question). Speaking of dead ends, the spiders may be blocking the double doors back into the hallway, but remember that Franz knocked down a portion of the wall with that explosion. So your character doesn’t have to feel so “stuck” in there (answering implicit question). ”Oh right, the crumbling wall! Then screw hiding in the closet, I’m booking it for the hallway.”

Second, I need to shift things back to the initial mechanics where the GM designates when a move is needed or what move applies. This one was a revelation for me when I realized what was making things feel a little awkward. Because of the PbP format it really does seem quite advantageous for players to try and predict when a move might trigger and roll accordingly. It cuts out at least two extra steps, right? But I’m finding that several times, by doing so, I find myself feeling a need to shift the fiction in order to accommodate that move because now it has been rolled.

Examples: “I’m gonna try and leap the chasm at the narrowest point.” Rolls Defy Danger.” -- If the chasm is still 25’ wide at that spot, it SHOULD be an automatic fail. Previously I would have felt obligated to go with the roll however.
”I pull myself free from the troll’s grip, then pull out my dagger and drive it into the back of his hand. Rolls Defy Danger, then Hack n’ Slash”At this point I’d feel like I’d have to let you burst free with strength, while at table top I’d simply inform you that the troll is far stronger than you, so your strength isn’t enough to do the trick. What else would you like to try, or how could you leverage that?

Because the fiction comes first, moves are often subjective rather than mechanical in their use. Sometimes climbing a wall is dangerous (it’s icy, or you’re fatigued, or someone’s pursuing you so you’re trying to go quickly), but sometimes it isn’t (it has decent holds, or you’re using climbing gear… who cares if it’s vertical, you’re a hero right?); and sometimes it isn’t even possible (I don’t care if you rolled high, there are no holds in this wall and you have no gear). Likewise, sometimes there are other things that must take place in the fiction before and action (which might trigger a move) can take place. Because there are no “difficulty modifiers”, what makes stabbing a fencing-master so much more difficult than a peasant with a pitchfork is the effort needed to get to a place where you can justify making a Hack n’ Slash move. (See the 16hp Dragon article for clarity).

Examples:
“Old man’s coming at me with a pitchfork huh? I draw my own blade. I don’t want to kill him yet, but I’ll knock that tool out of his hands. Hack n’ Slash time.” Not needed. He’s no fighter, while you spend more time with your blade than he probably spends with his wife. You easily send the pitchfork flying, leaving a disgruntled but bewildered figure raising his arms slowly into the air.
”As soon as the duel starts I pull my rapier free and thrust high at Sir Diego’s smirking face. Roll Hack n’ Slash?” Don’t bother, with a flick of the wrist and a light flourish he swats the tip of your blade aside with his own. You can feel a bit of blood trickling down your cheek as well. Gods that was fast, he’s clearly as good as his reputation suggested! You’re going to have to figure out something less straight forward if you want to survive this. (Which could lead to feints that might defy danger to create an opening, or keeping distance while making weak shots so that you can analyze his form – Discern Realities). See what I mean?

While this is a simple fix in table top (GM says when to roll), in a forum it either creates a time sink, or it leaves a lot of rolls discarded. I’ve found a couple forum games where the group has decided to “keep the rolls” knowing that if I roll an 8 on a premature or unnecessary Defy Danger roll, then the roll will be used (with appropriate stat modifier) for the next roll. I really am not a fan of that option, however, as you will KNOW how something will turn out before you attempt it, for better or worse. If you have any ideas on another option, then I’m quite open to suggestions.

Otherwise, we’re stuck with one of the first two from this point. You may wait until I ask you to make a move (which may not make it too much slower, as things will already be slowing down a little bit from the previously mentioned change. So I could ask you to make a move in the same post I’m answering a question for someone or asking a “How” question). Or you could try and predict moves, rolling for them as you have already, but be aware that they may not be used, forever lost, good or bad if they don’t fit in this situation. Thoughts?

Third, there are some minor changes to the Basic Moves that I would like to try out for the sake of emphasizing the fiction over the mechanics. I’ve been reading a wealth of information on subtle changes intended to do just that and have a handful I would like to introduce. Most of them are subtle, but should get us all thinking of actions as part of the fiction rather than specific moves or tosses of the dice. These are not set in stone, what are your thoughts?

Basic Move Modifications and Additions:

Example Move
What the new trigger, function or parameters are.
Why this was changed and how it is intended to enrich the experience.
//Fabricated example of how this would play out in a game.//

Hack and Slash
When you attack an enemy or attempt a physical maneuver in melee, roll+Str. *On a 10+, you deal your damage or execute the maneuver while avoiding their attack. At your option, you may choose to add +1d6 damage but expose yourself to the enemy’s attack. *On a 7-9, your attack succeeds but the enemy also makes an attack against you. If you are currently in control of the fight, the GM will give you a difficult option about how that attack plays out.
The intention here is to specifically point out that this move can be triggered by all sorts of melee maneuvers beyond simply swinging a sword. Bull rush, grapple, trip… they may require other things to set up, but eventually trigger Hack and Slash when they are attempted. The second change here is to emphasize the choice element, which creates a lot of depth when used right. So if your character is still controlling the fight, he/she has a small degree in controlling how their enemy retaliates.
Example: Brutus wants to tackle the hobgoblin to the ground, but decides that he’d rather knock the jagged blade out of its hand first rather than get swiped while he gets in close enough to do so. The GM asks him to roll hack and slash for the attempt and he rolls a 7. Because he’s the dominant fighter at the moment, he’s given a choice. As he knocks the blade free he can feel himself losing grip of his own. He can let them both fly free, or really focus on hanging on which gives the creature a window to bite him. Because he won’t need the blade for the grapple he intends next, he lets it skitter across the floor with the other.

Shoot, there are more. But I can’t pursue it further at the moment as we need to skip town. I will try to finish it up later with the other move changes. Feel free to discuss it, or wait :)


Male Elf Pirate Str: 9 Dex: 16 Con: 8 Int: 12 Wis: 13 Cha: 15

Im in favor of the move change, atleast to Hack and Slash as written.

As for the game slowing down and wasted rolls, I have a suggestion that ive made in most PbP games ive played. I say what I want to do, you as the DM read and think "That warrants a roll" and then YOU roll it. Now, alot of people seem to not like this, since they arent the one rolling, but really, you werent rolling anything to begin with, a random number generator was. Obviously, having your DM roll everything at a RL table would be annoying and stupid, but in this format, I really dont see what the big deal is.

This way, you can both get the roll and the consequence of it knocked out in one post instead of the potential 3 that a back and forth about the action would generate.

It really just is more effective.


Hey DM, happy to experiment in any way you pick.

One thought (that runs counter to the way DW plays at a tabletop, but might be elegant in PbP):

Let's say I take an action that triggers a move. Traditionally this is how the conversation goes:
ME: I run toward the orc chief and try to impale him with my spear.
YOU: OK, that's hack/slash, please roll
ME: <rolls dice>
YOU: OK, here's what happens based on that roll. What do you do now?

If it's clear what I'm doing and how I'm doing it, and not surprising to me that a roll is involved, we could try:
ME: I run toward the orc chief and try to impale him with my spear.
YOU: OK, that's hack/slash. <rolls dice> OK, here's what happens based on that roll. What do you do now?

...and in the process we cut the back-and-forth in half, without losing any roleplay opportunities for me.

Your call of course. I know that part of the ethic of DW is that the DM never rolls...but I think that that's more important at the tabletop where waiting for the DM can be a bottleneck. HERE the bottleneck is the back-and-forth.

What do you think?

EDIT: Hehehehehe, Gil, seems you ninja'd me with the same suggestion.


Male Elf Pirate Str: 9 Dex: 16 Con: 8 Int: 12 Wis: 13 Cha: 15

The art of the ninja is but one of my many skills halfling.


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

Thanks for the input guys. I apologize that I haven't weighed in on that yet, but I will once I finish laying this stuff out. I really appreciate the feedback.


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

Continued...

Basic Move Modifications and Additions:

Volley
Same as usual in most effects...
*On a 7-9, it's a difficult shot to make. The GM will describe a difficult position you could put yourself in to still get a successful shot. If you are unwilling then you will need to take several shots to hit (mark 1 ammo) or take what you can get (-1d6 damage).
This probably looks just the same as before. The only change is that the GM will describe, at least in part, what the danger you could place yourself in would look like before you make the choice. This is to prevent the GM from forcing character action, even if the character decided they were willing to be put in a spot. For PBP, this could be sped up if the character who is willing to be "put in a spot" gives a description of how they're doing so (leaving cover, moving somewhere dangerous, appearing conspicuous, etc.)
Example: Talinthus has climbed a small ways up the landslide of giant rocks beside the path to get an advantageous position on the lizardmen's barricade. He fires a shot at one of the mounted skinks and rolls a 9. The GM states that just as he's about to take the shot, is quarry is about to disappear behind a larger outcropping, but he could still get a strong shot if he's willing to make a quick move on the precarious stones (if he's not willing, then he can still go for the shotgun effect, or a grazing shot). Other option: after rolling the 9, Talinthus could state "Uh oh, looks like I don't have a good chance at this shot. Could I stand up quickly and yell out to the rider, hoping to grab his attention long enough to get the good shot?"... in that way, the GM has the character's action to work with for putting him in a spot, rather than dictating it himself (which is a no-no).

Discern Reality
This one is tricky, because I want to change the way we think about it. We should assume that good adventurers are always listening, smelling, watching, etc., their environment. I will try to describe many of these things without being asked. But if an adventurer is ever curious about their surroundings and their immediate perception of it, I will describe it fully and not require a roll. This is the way we gravitate toward using Discern Realities, but from now on it's free. To Discern Realities should actually be engaging with the environment in a way to get BEYOND what can automatically be seen, heard, felt, smelled, etc... The GM will ask you to roll if the answer to your question isn't apparent through general observation.
When you closely study a situation or person, describe how you are doing so beyond basic observation then ask one of the questions below. After you have asked your question, Roll+Wis. *On a hit, the GM will answer your question truthfully and you may take +1 forward when acting on the answers. *On a 10+, you also gain 2 hold that may be used for other questions below regarding the relevant circumstance. These can be used immediately, or later if pertinent.
One obvious change is to better explain how Discern Realities differs from general observation. The second is to ask your question first... what is it you're initially trying to find out? On a 10+, you have discovered enough stuff to discern information beyond your initial question. These could be questions that snowball from the answer you get to the first question, or things that come up later that you think information from earlier might aid with. Also, don't underestimate the value of +1 forward. Discern Realities is a viable means of boosting the probability of an important action.
Example: Jasper paces around the library, stopping whenever he feels a draft. He's certain there must be a passageway here. Should he find one, he looks for any worn or out of place books in that section. What here is not what it appears to be? -- After a roll of 11, the GM answers by pointing out a draft Jasper notices and a nearby candelabra that seems to be attached to the wall differently than the others. Jasper could ask more questions, or could save the hold in case something else comes up later on that might hint back at what was in the library (they need a specific book - "what here is useful or valuable to me?")... "Hey, did I see that book when we were back at the library while I was searching for a passage? I'll use one of my hold.

Spout Lore
When you consult your accumulated knowledge about something, first explain why you think you might remember something about this and a brief description of what you think you recall. Then Roll+Int. *On a hit the GM will tell you something interesting that you recall further. *On a 10+ the GM will ensure that the addition is not only interesting but also useful. The GM may ask you to "explain further how you know this."
Two of the big tenets of this game are "Draw Maps and Leave Blanks" and "Play to Find Out". This means that world creation and direction are not concretely defined prior to play and should be "discovered" by the group as well as the GM. The intention here is to build in an obvious way that players get to "make sh** up". If the GM doesn't think it's information the character would know, or doesn't buy the reasoning they give for it, he/she may dismiss it. Otherwise the GM will ask for a Spout Lore roll *However, what they "make up" is still rooted in character experience and knowledge (more on that in the next move). The GM may also modify/clarify what you remember on a failed roll or if your memory is blatantly geared toward giving you an unnecessary advantage, as you'll see in the example below.
Example 1: As Lucricious stares up at the vine-covered crest adorning the entrance to the ruined temple, he can't help but feel like he recognizes it. In his religious studies as a paladin, there were a number of ancient religions that came up as topics of study (where he thinks he remembers it from)... and he initially thinks this may have something to do with a an old sect similar to his own that eventually fell to cannibalism (brief description of "making sh** up"). The GM has him Spout Lore and he rolls a 7. The GM then builds on the cannibalism story and relays a bit of history on exactly what went down with this apostatized sect, but it's up to the players to find anything useful from it.
Example 2: Shyrin watches from the shadows as the Slime Elemental engulfs Solomon. She had lived in the catacombs beneath the city of Stanfullton for about 12 years, certainly she had learned something about these cavern dwellers (where she remembers it from)... didn't water dissolve them or something, in large amounts? ("making it up"). After a roll of 4, however, the GM points out that she realizes she was mistaken and water actually causes them to swell and sometimes multiply. A sewer then is not a good place to be fighting one!

There is still one more, but it's a new one and may take more time than I have. Explaining this has taken longer than I anticipated. So I will bring in the final one in the near future. Again, feel free to discuss things, and I'll weigh in on discussion already happening when I have more of an opportunity to do so!


Male Elf Pirate Str: 9 Dex: 16 Con: 8 Int: 12 Wis: 13 Cha: 15

Liking what im seeing. Nothing really sprang out at me as being "op" or "wrong", so I think this will do nicely...only gameplay will tell if thats true or not :)


Ditto from me.

BTW, as someone who might enjoy DMing DW in the future, I'd love a peak behind the scenes at some point, in terms of "Draw Maps and Leave Blanks" and "Play to Find Out".

This is a very low urgency request, so please take your time, or feel free to say that you'll need to let more things play out before you answer it...but I'd enjoy knowing what so far was the extent of your plan, and what coem from improvising off our actions.

Cheers,


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

Yeah, I have no problem giving a peak behind the curtain. It's nothing miraculous, but I know I'm always curious about what's going on with the GM's side of things and looking for better practices. I'm still quite the beginner at this, but I can share what I've started figuring out.

Also, as to rolling dice for you guys, I want to hate the idea on principle but can't deny the reasoning behind it. Yes it's just a random number generator so it really doesn't matter who rolls it (and yes, around a table with actual dice this would be very different). I think what I dislike most about it is that it cheapens one of the many things I love about DW. In DW, there's rarely anyone to blame for what happens other than yourself. This is what frees the GM up (hopefully) to fully be a fan of your character and root for your success, rather than fall into the typical stereotype of trying to mastermind your deaths (trust me, not my thing either).

But in dungeon world, almost everything comes as a result of your own choices or rolls. Hell, you even roll the damage you take. So in the unfortunate event where you die, and you do the natural part of grieving that loss which involves casting blame, all you have are a string of choices you made and dice that you rolled.

With that said though, it would speed up the game as both of you pointed out if I rolled your checks when I asked for them. Then I could narrate the results or (as will often be the case now) offer you a difficult choice regarding how your character reacts.

But I don't think I'd ever be comfortable making that a blanket requirement, and would only do so with permission of the individual player--open to revocation at any time.

Final modification coming up...


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

New Move Proposal:

But first, an explanation of where the "line" is in regard to character's ability to create the world, as suggested by best practices.

Dungeon World is basically a hack of an older game: Apocalypse World, and uses it's dice mechanics and action/story-centric philosophies. Here is a link to an Apocalypse World article that helps define this line and how to maintain this within a world where players are given such freedom. Right at the outset, the author states:
In Apocalypse World [or Dungeon World], the players are in charge of their characters. What they say, what they do; what they feel, think, and believe; what they did in their past. The MC is in charge of the world: the environment, the NPCs, the weather, the psychic maelstrom.
If I can sum it all up, the extent at which a "player" can define the world in which the character operates is defined by the "character". He/she has full control of everything the character does, and also has almost free reign in defining the world through that character's past. Any cities, people, events, cultures/customs, etc. that are described pertaining to that characters past become canon (provided it doesn't contradict canon already established). This is why I let you essentially define your own races, customs and backgrounds.
But to define other aspects of the world, gets closer to the line. You AREN'T a member of another race, so to define them would have to be historically through interactions your character has had with this species. Do you see the subtle nuance?
This gives the GM freedom to ask you questions that help define the world, by rooting them to your past. "You've heard of this guy before, haven't you? What stood out most to you in the stories you heard?" But anything current can only be interacted with by your character, not defined. (Bad practices, of which I'm guilty, are asking the players what they find in a chest, or what might be causing the temple infestation, etc.)
Spout Lore gives you opportunities to define the world further, by providing a mechanic that is by necessity tied to your history. Somewhere in your past you already studied, experienced, or heard of this. And you are required to explain it in a plausible way before you have the opportunity. Furthermore, the GM gets to run with your information (as character knowledge is never exhaustive) and build it into the fictional reality.
But Spout Lore only allows you that opportunity when there is valuable information to learn. What if you simply have a fun idea that you think would enrich the world (as one of the GM agendas is to create a fantastic world)? In comes the following:

Suggestion
When you think you might realize something intriguing, fantastic, or humorous that hasn't been revealed yet, suggest it with a plausible explanation of how your character might have realized it. The GM will either build upon your character's realization or inform you that you are mistaken. This may also lead to Spouting Lore for further information.
In a lot of ways this is similar to Spout Lore, especially in that it gives you an opportunity to make stuff up. But where Spout Lore allows you to convey/retcon a piece of academia from your character's past, Suggestion allows you to attempt to create/shape the current circumstances by tying them to your character's experiences or awareness.
Example 1 (From Hoist the Black Flag game): As the crew is trying to figure out a good way out of the city, Numeo suggests that he has seen some fliers about a hot-air balloon, rumored to be able to traverse the world in 180 days. Maybe that could be an options to get out. (The GM could have told him he was mistaken, as it hadn't been established yet, or that the fliers were old and the balloon was no longer around... but it was a brilliant idea. So we ran with it.)
Example 2 (From the same game): Quelthas senses something powerful tracing his movement and actions (especially his magical contortions). He suggests that the observer is a Paradox Beast, giving a very rough sketch of what such a creature might be. (Again, the GM could have told him that something seemed different than what he remembered about Paradox Beasts, or even let the character go on thinking that to later find out otherwise. But it was a great idea.) *Looking back on this instance though, as a GM I should have asked how Quelthas knew about Paradox Beasts, and what about this instance made its unique presence so familiar, so that it would be further grounded in character experience. I also should have then asked him to Spout Lore and roll for it, as we could have further defined it... as of yet, the group still knows very little of what they face and how it works.

---------------------------

Finally, an optional GM Move for both Spout Lore and Discern Realities failures:
The core ruleset is VERY CLEAR that while the GM can be particular in the information he/she conveys, it must all be true. The GM can not provide false information. However, some people have suggested the option below.
You're Mistaken...
On a failed (6-) Spout Lore or Discern Realities roll, the GM may give you false information. He MUST inform you, the player, that the information is not correct, though your character would not know otherwise. If you act on the information as if it were true, or convey it to someone else who acts on it as if it were true, the acting character marks +1 xp. Only 1 xp can be given in this way.

This is only a suggestion. I'm not sold on it yet, but somewhat intrigued by it. I want to know your thoughts before I consider adopting it, and would make sure you know it's a possibility before implementing. Thoughts?


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

Now, onto end of session stuff as well.

Clearly you all learned something about the world +1 xp, and fought memorable monsters +1 xp. I would say, though you seem uncertain, that you acquired memorable treasure as well +1 xp, though you know little of it so far beyond the boots (and Morgan currently has those). But that stuff will come back, and since you've already acquired it, I'd say take the point.

It seems all of you were able to resolve/modify one of your bonds (especially with Gilder and Morgan leaving...). And yes, as Horn pointed out, you may only get +1 xp for resolving bonds. I should have mentioned this with the outlines of the moves.

I also should have mentioned that if you fulfilled your Drive somewhere in the adventure, as Horn has done, then you should get +1 xp for that as well. Some of you, it seems, may not have drives yet. If you do not, there are examples on your original playbooks or I'd be happy to work with you on creating one. If it ends up being something you fulfilled, I have no problem also awarding that point.

That brings my current records to:

Mandus: 7 xp, Horn: 8 xp, Gill: 8 xp, Skorabor: 7 xp

Two of you have enough to level, and both Mandus and Skorabor would have enough if they fulfilled their drive.

I haven't been able to read through the roleplay yet, but am doing that next. I will update or add whatever I can after that!


Male Elf Pirate Str: 9 Dex: 16 Con: 8 Int: 12 Wis: 13 Cha: 15
DM Mogthrasir wrote:
Bad practices, of which I'm guilty, are asking the players what they find in a chest, or what might be causing the temple infestation, etc.

Used sparingly, this can be a great way to get a "better" result. Lets face it, even the best DMs have bad ideas for their game. It could be as simple as, whenever you feel like it, you can do this, with the rule that if it doesnt work for your story, you just go with your own. Not something I imagine would get used alot, but still worth having as an option.

As for false info and telling the player, but not the character, im torn. I see the value of it, but at the same time I enjoy the aspect of being in the dark as to whether you gave us complete lies or half truths.

Either way, Ill roll with what you decide, nothing here rubs me the wrong way.

Drive: Gil knows full well where he came from, though the specifics are lost to him. Though he feels the lost emotions sometimes, including his racism and sense of honor and duty, he is determined to never go back, content with the life in the outside world where he is superior to everyone he meet.

Gil will do his best to avoid contact with other elves, and failing that, use every trick to avoid detection of his identity. On the way, he strives towards a life of luxury and comfort, a goal most easily attained through the acquisition of riches. Still, he loves the road and does not wish to settle down, instead buying all the comfort he can before moving on to his next score.


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

And for Horn, here's a brief look behind the scenes. Keep in mind, this is for an Adventure Starter, which is by design much more improvisational than later adventures. This next session will have slightly more structure.

Behind the Curtain:

First, I want to point out a couple places of inspiration.
  • Dungeon Starters by Marshall Miller These have helped me IMMENSELY by giving me a sort of framework for what an adventure start looks like. While I didn't use any of them specifically, I drew from them as a pattern for what should be defined and what should be loose.
  • The Art of Improvisation by Rob Donoghue at the Walking Mind Blog This post was just made yesterday. But it has fantastic information on how to let a story create itself. So I wanted to share it.

For the opener to The Moaning of Hollow Timbers I wanted something that conveyed the feel I get when I think about the Warhammer Ancient World. So my first thought was those Germanic style inns that are so iconic there, where the second story actually seems to protrude out further than the first. I set the scene there, and drew inspiration rather blatantly from the Lord of the Rings where the wraiths try to slay the hobbits in their sleep. At this time the monsters were undefined, but clearly other people noted the same reference. I threw in the name of Carl's Creek as well so that we had a location. That's all I had. Seriously.

So I started asking questions. These questions are similar to ones I've used before. They are open ended but give you an opportunity to take on roles prior to the Media Res introduction, and even set up a handful of positive (and one negative) aspects beforehand). You should check out the way that Marshall Miller phrases opening questions as well for how these can be used to build a story. Specifically the way questions are phrased in order to allow character agency but still direct toward a specific outcome. [ooc] Such as "Based on the dim light filtering into the brig, how long
do you think you’ve been unconscious?" -- Fine Girl Starter

I wish that I would have asked more about your characters, and how you related to each other. But as the above posts convey, I think I may have shortchanged some things in the name of moving forward. With information from your characters we learned a few things:

  • The creatures are living shadows, faceless but resembling what they once were. You aren't sure if they are enslaved needing to be freed, or just need to be destroyed.
  • These things are minions of something else, their service bargained for by blood.
  • Ordinary blades might not even be able to harm them. And even if you can harm them, can they be slain?
  • What they used to be shocks them. They are incorporeal and can pass through most object.
  • They seek secrets. Perhaps from Karm, perhaps from Morgan. And they've been pursuing you for a while.
  • You were supposed to meet someone else here (Morgan's sister) but she isn't there yet. I think to myself here: Can they trust her sister? I still, honestly, don't know.

From these things that you all built, I begin to outline the rest of the structure as set up in Marshall Miller's starters: Impressions, Custom Moves, Things, and Monsters/People

Impressions
I wanted to keep it creepy, so these are the things I came up with.

  • As little light as possible. No moon, hidden stars, extinguished lamps.
  • Obstacles - beds, tables, sheets... which disrupt the players but not the shades I didn't do well with this, and wish I had stuck with it more for the fight.
  • Corruption. Touches that feel unnatural and begin to corrupt the character.
  • Silent town. Feels abandoned, though it isn't. Where are the people? Are they all really asleep?
  • Really creepy messenger. This ended up being the Halfling with the stitched mouth as a sort of light homage to Horn. Though that wasn't defined until you encountered him.
  • Secrets! Should feel like something is going on behind the scenes that the players can't put their fingers on.
  • Morgan's sister has come and gone.
  • A tunnel that retreats beneath twisting roots into the heart of the forest.[/list]

    There probably should have been a lot more, but I didn't anticipate this first adventure going beyond surviving the shadow attack. I figured you'd all regroup after that. As you can see, the Worgs in the barn were not planned but made up when you guys pursued the fleeing weasel. I anticipated you would rather not split yourselves up and that interrogating the innkeeper was enticing enough to keep you there. So, as should be the case, you chose your own thing and I obliged!

    I also didn't plan on Skorabor falling into a cavity in the wall. But it felt like a fun twist at the time. When he was down there I figured the best options were to encounter something nasty or come across some treasure. A nasty encounter seemed like the low lying fruit, so I went the other direction and made up something creepy but potentially useful.

    Things
    Lockets
    More on this later...

    That's really it. I didn't figure shadows would have much, physically.

    Monsters

    Shades
    There are shades in the Dungeon World book, which provided a good base.
    Moves: Devour Light. Invulnerable to mundane weapons until somehow materialized. Touch of Corruption. Shocked by screeches or reflections.

  • -------------------------

    Simple eh? Or possibly, unimpressive. As I said, now things will get a little more concrete. Now there will be at least 2 fronts, as well as a map I will be using (with blanks, of course). I still like the structure above that involves impressions, custom moves (if applicable), and some monsters or things I think you might encounter. But I'm open to strange directions you guys might decide or inspiration that could come up on the spot.

    I also had some ideas involving The Oak, but have intentionally remained quiet about those, as you shouldn't know any more than you do yet.


    XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23
    Giltharon Doran wrote:
    DM Mogthrasir wrote:
    Bad practices, of which I'm guilty, are asking the players what they find in a chest, or what might be causing the temple infestation, etc.

    Used sparingly, this can be a great way to get a "better" result. Lets face it, even the best DMs have bad ideas for their game. It could be as simple as, whenever you feel like it, you can do this, with the rule that if it doesnt work for your story, you just go with your own. Not something I imagine would get used alot, but still worth having as an option.

    As for false info and telling the player, but not the character, im torn. I see the value of it, but at the same time I enjoy the aspect of being in the dark as to whether you gave us complete lies or half truths.

    Either way, Ill roll with what you decide, nothing here rubs me the wrong way.

    Drive: Gil knows full well where he came from, though the specifics are lost to him. Though he feels the lost emotions sometimes, including his racism and sense of honor and duty, he is determined to never go back, content with the life in the outside world where he is superior to everyone he meet.

    Gil will do his best to avoid contact with other elves, and failing that, use every trick to avoid detection of his identity. On the way, he strives towards a life of luxury and comfort, a goal most easily attained through the acquisition of riches. Still, he loves the road and does not wish to settle down, instead buying all the comfort he can before moving on to his next score.

    I haven't done it much in this game, but in my other games there have been trigger points where I leave a blank room or item and ask one of the players to tell me what is found there. While it's kind of fun and surprising, I also think there may be better ways to do that than just have the player create Deus Ex Machina. Hence the suggest move, which relies on the players if they wish to use it, without pulling them out of the immersion of their character. For instance, instead of leaving an empty room in the barracks for the players to define, they are welcome to Suggest at any point: "Hey, my character has been in military encampments before. And usually there's an x room? He looks around for something similar here..."

    And for the info, the GM is required (although obviously every GM has the ability to House Rule whatever they wish) to be honest on things discovered through Discern Realities or Spout Lore. I believe that's mostly so that someone doesn't get hoodwinked into destructive actions despite successful roles to determine otherwise. The GM may, however, only provide partial truths as long as the requirements are met (interesting and useful) and still truthful. Example: I revealed that you would need to Divine Codex to bind the Demon, but didn't mention anything about how you couldn't read it or might risk possession by a divine being upon attempting so.

    As for your drive, I really like the flavor of it. So my interpretation of it sounds like you would get xp if during a session you used trickery or deception to remain mysterious, unattached, or temporarily comfortable. How's that sound?


    Male Elf Pirate Str: 9 Dex: 16 Con: 8 Int: 12 Wis: 13 Cha: 15

    I like it, lets roll with it. Ill see about a gameplay post, not sure if it will be tonight or in the morning.


    XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

    No worries. You may level up as well if you wish.

    If so...
    Add 1 point to any stat. If that pushes it to a new tier than the bonus increases as well. (Note: Adding to Constitution will raise HP by 1)[/b]

    Pick an Advanced Move for levels 2-5. I will likely ask a couple questions regarding how you are able to do this now.


    OK, just leveled up. +1 STR (15 > 16)

    Advanced Move
    Balance: When you deal damage, take 1 balance. When you touch someone and channel the spirits of life you may spend balance. For each balance spent, heal 1d4 HP.

    NOTE, is the Necromancer playbook somewhere where I could read it? I was wondering if Mandus has the ability to heal. If he does, I might choose a different ability.


    Male Skinkfolk Necromancer 1| 3 XP| 1 Armor | 4/6 Load| 8/16 HP

    I can only heal if I eat one of my own toes.


    Male Elf Pirate Str: 9 Dex: 16 Con: 8 Int: 12 Wis: 13 Cha: 15

    ...For real? Thats hilarious!


    Male Skinkfolk Necromancer 1| 3 XP| 1 Armor | 4/6 Load| 8/16 HP

    Yeah, haha, one of the major Necromancer class features (as you've seen me demonstrate) is the Hexed Body Part. You can choose Eye, Ear, Finger, or Toe, and that body part can be detached and reattached at will, granting different utility for each body part. If you choose Toe, they can be eaten to heal for 10 HP, plus one additional effect, but nobody has volunteered to find out what it is...and I don't think they grow back. Although as a Lizard, I might convince Mogthrasir to make an exception for me. ;)

    That's if I decide to pick up the advanced move that gives me an additional hexed body part later on. Right now my only hexed body part is my eyeball, my toes are normal toes.


    XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

    He is also able to reattach other people's body parts, which is quite beneficial in more grim campaigns.


    Back, but somewhat jetlagged. Will resume posting tomorrow.


    XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

    Not a problem, welcome back Skorabor!

    Also, Horn, please be aware that I am always in the process of trying to better understand this game. Hence a lot of the more recent minor changes. I also want to let you know specifically that I've been convinced, more or less, that Druid animal moves should "just happen" even if they overlap with other moves. This can get really overpowered since even a 7-9 can result in the equivalent of a 10+ hack n' slash, etc. The balance comes from the limited capabilities you have in that form. Also, as with any other move, sometimes a move will not be possible "as is" or may require other moves beforehand.

    I appreciate that whenever you have shifted you've given me an idea of what you wish to use that form for. Usually I will assign moves based on that intention and what I think might also be useful at that time. Which means that the moves are not static to that form, but dynamic by situation. If you take the form of a grizzly bear, I may give you Intimidating Stance and Bear Hug at one point, but then Shatter Object and Gather Fish outside of combat. Likewise, I wouldn't likely give you Bear Hug if the creature you're fighting is too powerful to just grapple. But I will give you something powerful and enticing. What are your thoughts in that area?


    For what it's worth, I came down on the same conclusion regarding druid shifting. It makes druids really powerful, but I have no problem with that!


    XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

    Indeed. You should all be quite powerful!


    Welcome back, blood brother.

    DM, that all makes sense. It seems basically when I have hold left in an animal form, I'll be very effective at my specific moves...but I'll expect to also have serious limitations/obstacles based on that form as well.

    As far as power level, I agree that druids are turning out to be quite buff. When I was choosing my 2nd level move, I chose balance partly because I like the flavor, but also partly because some of the others seem very potent and I was conscious of already having quite a powerful character. (I *am* tempted to take Elemental Mastery at some point, since it seems quite fun...especially since it sounds like things will often go out of control in interesting ways...but it also seemed like potentially a big power bump so I thought perhaps I'd wait another level or two.)


    OK gang, what's the game plan? We have a little time to talk.

    I don't see negotiations going well (unless the skink can perhaps hide, and we can blame the body on the Oak and her minions).

    I think the way to go is likely down the tunnel that our foes came through -- give chase to the Oak herself -- but we'll likely be seen and pursued (unless...does someone have an idea of how to create a diversion that would let us get into the barn unnoticed?)

    We can of course let the conversation go poorly and then fight, but we may be fighting a mob, including many innocent people who think they're defending their town from us.

    What do y'all think? What other options do we have?


    XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

    I like the planning. I also want to point out that the tunnel in the barn has been "sealed up" to a degree with roots. See this post. It likely seemed obscure at the moment, so I want to make sure you realize it.

    It doesn't mean that option's out, just that it will require time and effort beyond simply escaping down a hole. Gil noticed this, so he would be aware of it if the other characters aren't.


    Aha! I'd totally missed that, thanks. (Though it's possible Horn wouldn't know it either, yet).

    Another option, horn can certainly go be a "fly on the wall" (or bird, at least), listening to the conversation and coming to report back...though a bird flying into the tavern would likely be noticed.


    I like the flee plan for dramatic reasons. It would be cool to go after the Oak while being chased by witch hunters :) But I think we should try and talk to them, keep Mandus out of sight and blame as much as we can on the Oak. Skorabor would be a complication though as his oath keeps him from lying. He would have to either stretch the truth or refuse to answer.


    How much do you suppose humanity knows about the Slayer's oath? A witch hunter would be extremely well versed in matters of the world, and extremely educated, but limited obviously by the scope of human discovery/awareness. What would he likely know of Dwarven Slayers?


    If they know that Slayers only tell the truth -- and believe it, and it matters to them -- that might actually work to our favor.

    (At least for Skorabor and Horn. Explaining the nuance of the necroskink who's totally on the right side...and the pirate who's totally amoral but happens to be doing something kind of like the right thing for now anyway...oh dear.)


    Very true, as incriminating as it might be, it could also be beneficial if you're truly in the right.


    GM Mogthrasir wrote:
    How much do you suppose humanity knows about the Slayer's oath? A witch hunter would be extremely well versed in matters of the world, and extremely educated, but limited obviously by the scope of human discovery/awareness. What would he likely know of Dwarven Slayers?

    I would say that the slayer's are in the upper tier of common knowledge. A peasant with little contact with dwarves would not know of it in cities and areas where dwarves are more common they are definitely known. Taking the slayer oath basically means that you or someone close to you has done something really undwarfmanlike and to life that shame you have agreed to be even more dwarvenly with a dose of added violence. Since the dwarves are known to be trustworthy and fierce warriors should they need to be, a slayer must take these into the extremes. So they may never lie and must constantly strive to earn glory in battle.

    I think it is safe to say that the witch hunter quite a lot about slayers:

    * That it is a way to redeem oneself or a family/clan from a great shame
    * That they may never lie
    * That they are fierce warriors who seek glory in battle

    He would also know that Skorabor is a relatively "newformed" slayer because of his lack of tatoo's on his arms and his rather short hair and beard.

    So the "never lie" part he most definitely knows. But that "never lie" is not the same as "always tell the truth" I would say depends on his previous experience with slayers. Since dwarf's sincere nature and the great shame (no petty crimes) that can cause a dwarf to take the oath slayers are not common. I would even say that they are quite rare. Depending on how experienced the witch hunter is I would say that he has come across one or two at most during his career.


    Fantastic! Thanks.


    Male Skinkfolk Necromancer 1| 3 XP| 1 Armor | 4/6 Load| 8/16 HP

    Mandus believes that the witch hunters would turn on us when the symptoms begin to manifest from Oak's mark. In addition, Horn is a lit fiery beacon to enemies to descend upon us. Our allies could very well become our foes suddenly and stab us in the back.

    Mandus was willing to take the risk of trust when it came to the party, but witch hunters were another matter. The lizardmen tribes have good reason to mistrust them; there is a history of animosity between the hunters and innocent lizardfolk civilians. Even if it were the case of a few bad apples misrepresenting the bunch, Mandus is still prejudiced against them.


    I should also attempt to give some feedback on this:

    DM Mogthrasir wrote:
    Second, I need to shift things back to the initial mechanics where the GM designates when a move is needed or what move applies. This one was a revelation for me when I realized what was making things feel a little awkward. Because of the PbP format it really does seem quite advantageous for players to try and predict when a move might trigger and roll accordingly. It cuts out at least two extra steps, right? But I’m finding that several times, by doing so, I find myself feeling a need to shift the fiction in order to accommodate that move because now it has been rolled.

    I think this is a great idea. I've long been partial to this myself, preferring to describe what I do and only reach for the dice at the "command" of the DM. This is basically because of that you describe and secondly because I have really (like REALLY!) horrible dice luck.

    Should you see that a post of mine requires a dice roll to resolve you're welcomed to do that roll since it does speed up things.

    DM Mogthrasir wrote:

    Finally, an optional GM Move for both Spout Lore and Discern Realities failures:

    The core ruleset is VERY CLEAR that while the GM can be particular in the information he/she conveys, it must all be true. The GM can not provide false information. However, some people have suggested the option below.
    You're Mistaken...
    On a failed (6-) Spout Lore or Discern Realities roll, the GM may give you false information. He MUST inform you, the player, that the information is not correct, though your character would not know otherwise. If you act on the information as if it were true, or convey it to someone else who acts on it as if it were true, the acting character marks +1 xp. Only 1 xp can be given in this way.

    This is only a suggestion. I'm not sold on it yet, but somewhat intrigued by it. I want to know your thoughts before I consider adopting it, and would make sure you know it's a possibility before implementing. Thoughts?

    I have no problem with you relaying false information to me as a player. I guess it is apart of the game design that you have a part in everything that happens to you but it feels kind of meta gamey to me. Not that I have a problem separating player knowledge with character knowledge but it feels contrived to give out false information and then say that it is false.


    Mandus, what *do* you recommend then? We actually have time to talk in game here.

    BTW, the jar of tongues is a good bit of evidence in our favor.

    Also, DM, can you remind me: is it true that many guests have been "disappeared" from this Inn?


    Horn wrote:
    BTW, the jar of tongues is a good bit of evidence in our favor.

    This kind of depends. Trying to tie the inn keeper to heavily to the Oak might be to much for Skorabor. He doesn't have to much pity for the inn keeper but he knows that the man was pressured into complying with the Oak. Implying otherwise would break Skorabor's principles. He also doesn't know what Mandus just found out about the inn keeper, so he could be convinced that the inn keeper was more into the disappearances of the guests, but if the truth comes out s*%% would hit the fan.


    XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

    Horn, you're correct that many guests have "disappeared" from this inn. Mandus would certainly know it, and the rest of you may have an idea regarding it as well. Though you came here at the behest of someone else, it could be likely that you've heard rumors of it.

    And Skorabor, you're right that it gets kind of strange to be told "your character believes this, though it isn't true." It tends to pull a bit from the fiction, which is the main star. But I like the rules that prevent me from lying to you guys even on a bad roll. I won't reveal things from Spout Lore or Discern Reality that isn't true, even with 6- rolls.

    One thing I'm trying to make a common thread in this campaign though is rumors. I will keep giving you guys opportunities to present any rumors you may have heard, with the condition that they are not necessarily canon. I will likely use elements of them to define truth, but that's one of the ways your character might believe something not entirely true--only going by the rumors he/she has heard until it is revealed as otherwise.


    I would say you can feel free to mislead us as long as you don't lie to us. NPCs, of course, lie all the time.


    XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

    Great distinction! Noted.


    XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

    Sorry, adding a new player to my other game, so needed to do some compiling of world lore. Catching up here now.

    Also, Gil, does your class have a move that involves making hair-brained schemes? I can't access your playbook until I get home, but I seem to remember such a thing. If so... this burning down the inn thing would most likely apply, which could grant you some boons.


    Male Human Rogue 13 | 97/97 | AC 26/19/19 | F 8/R 16/W 7 | Init +7 | Perc +18/+22

    Hi.

    So, what's this party's makeup?

    Dwarf Barbarian
    Skinkfolk Necro
    Halfling Druid
    Elf Pirate

    Did I miss anyrhing? How tall is the Elf?

    You guys need a Human, I think.

    Gerard


    XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

    Welcome.

    Looks like you've got the party set-up down. It started with 3 humans, but life pushed them out.


    Male Elf Pirate Str: 9 Dex: 16 Con: 8 Int: 12 Wis: 13 Cha: 15

    What just happened?

    And Gil is like 6 foot 2, but carries himself in a manner that makes him look taller.


    XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23
    Giltharon Doran wrote:


    What just happened?

    And Gil is like 6 foot 2, but carries himself in a manner that makes him look taller.

    in game? You guys aren't aware of this, but Heathcliff (gentleman with the red hair) works in the stables. He saw something move in the stables when he came in, but didn't catch enough to know what it was. Being familiar with the building he's perceptive of changes, as well as familiar with how the horses would react with different situations.

    Hearing one of his horses (presumably) calm and relaxed was enough to assure him that whatever seems off in there can wait until after the raging fire across the street is dealt with (the bigger issue at the moment).

    If there weren't the greater concern, something so trivial certainly wouldn't have deterred him.

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