| GM Mogthrasir |
My main rule:Everything begins and ends with fiction!
Everything begins and ends with fiction!
This will likely be broken, at which point I will redirect you away from mechanics and back to the fiction.
We are telling a story and living and adventure first, not rolling mechanics. Because of this, the mechanical aspects rise out of the story and help guide the story, but they are not the story.
When you act, begin with fiction. What are you doing and how are you doing it. Some of those things will require a roll, which will lead to more story. But don't let the mechanics become the actions. This then leads to more story, more fiction. Fiction is the beginning and the end.
Do not:
- Say "I attack the golem for x damage" then roll hack and slash and damage.
- Describe an action simply as the mechanic that rises out of it. I search the room. I cross the gap. I hide.
- Treat NPC or PC interaction without words or actions. I'm rolling parley for a discount. I gather rhumors. I intimidate the captive.
Instead:
- Describe the attack. How are you fighting? What are you trying to do? You are not Rock 'em Sock 'em Robots, you move and feint and jab. Even if you're character shuns fancy tricks in lieu of straight forward stubborn and relentless strikes - describe that. "He swings again, with perfectly rehearsed form as formulaically as the last, slowly wearing down the defenses." is a good fiction. "I attack again" is a game mechanic.
- As above, explain the action and method that leads to the mechanic. How do you search the room? Are you rifling through cabinets, or licking tiles, or feeling for drafts? I don't want to know what happens mechanically, I want to know what you're doing to get there.
- Use words and body language. Getting a discount should involve a conversation. Who are you asking about the rhumors, and how do you do so? What is it about you that should be intimidating this person? So much roleplay rises out of the way your character interacts with other characters. Don't shortchange this and make it mechanical.
*Note: I will not penalize a charismatic character with good rolls for a less than persuasive speech or argument. But I still want to know what your character says.
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Questions for the first adventure coming this afternoon (I hope.)
| Sebastion Atticus Abberforth IV |
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Dungeon World Guide
This is a very useful guide for a getting a feel for how the game fiction works.even if you don't read the content, read the example play or scenarios. Thus was a huge help for me in understanding more accurately what is meant by the "fiction".
Actual Play podcast
This audio was also instrumental in hearing how it plays in real life. I was floored at how fluid combat was and how much more engaging everything was. Being a huge fan of the Penny Arcade dnd podcasts, this came as a complete surprise.
The best thing you can do for yourself is to always imagine the GM asking "how?" to your actions (like a kid always asks "why"). In this way, you have a very simple way to draw out an evocative narrative of your actions.
Example: I try to bribe the guard. How? By giving him a satchel of coins. How? By casually walking up along side him and, as if we were well acquainted, slip the coins into his back pocket and whisper, "You know what I need."
| Everett Kale |
Thank you for those links. That guide is very interesting so far--I'm going to spend some more time reading through it.
I have some more ideas and things I'd like to share with the group (I think it would be fun if we brainstormed ideas for what our ship should be like), but I'll save those for later (and give time for our other players to join us.
I do have one thing I'd like to share, though. Maybe this is just silliness on my part, but one idea that occurred to me as I was looking over our characters is that each of them can been seen as representative of one of the four elements. Obed Marsh representing water, of course, with his connection to the sea and those that dwell within in. Squart is our element of fire, not only because of his burning alchemical bombs, but also because of his fiery, difficult-to-control anger, fueled by the memories of the insults he has suffered. Kale is a very earthy character, almost dwarven in outlook, practical and solid (i.e., "down to earth"). And Sebastion represents air--tempestuous, mercurial, often flying through the air as he leaps into danger.
| Sebastion Atticus Abberforth IV |
I realized I never really did of drives and bonds. My bonds are garnered from the Dashing Hero character sheet. I know that creating your own bonds is described in the rules, but I thought that they were quite humorous and fitting is written.
Drive
Sebastion is fueled by the desire for fame and/or infamy. Some say that his desire to be written down in history, to be spoken of throughout the ages, is the result of inattention and lack of affection from his parents. His father was cruelly focused on nothing but his job, both as a tradesman and pirate. His mother was, and still is, a drunk whore who only ever beat him if she got in the way of her "business". He was often neglected and left to entertain and comfort himself, a tortuous upbringing that bread the attention seeking exhibitionist. Only having but the slightest taste of fame, Sebastion will do whatever it takes to ensure his name is spoken world-wide. At least... that's what you've heard.
Bonds
Everett Kale needs education on this pirating business, and I will provide it whether he wants it or not. This will often come in the form of how he can fit his duties to the Pirate Concordat or add an exorbitant flare to his dastardly deeds. After all, what's a pirate if no one knows his name.
Obed Marsh needs to work on his appearance. Pirateering is about more than just savage plundering and rapacious sacking of villages. One must go about with a sense of finesse and style, something that will say, "Look at me, not the guards! Now watch me do this this amazing thing and tell your friends about me!" Only then can you follow up with a potentially gruesome of frightening affectation designed to instill fear in the hearts of men, but not the women, you want them to love you.
Squart realizes just how great I am. Squart was there the day Sebastion Atticus Abberforth III was slaughtered then avenged by his self-effacing son, and was quite amazed at the deeds Sebastion IV managed to pull off. The more he heard about Sebastion's exploits, the more he began to doubt the man behind the mask. Everything sounded too grande, too incredible, too exemplary...almost like they were spoken from Sebastion's mouth directly. Hrmmmm.
| Obed Marsh |
Really like the idea of the fiction driving the adventure instead of the game mechanics. I'm really pleased with Obed's story as I've been looking for a chance to play a character with Lovecraftian elements. I think it will be great fun to develop relationships with his potential sacrifices, eh, I mean shipmates (quiet you fool, you'll give away the plan to the Landlings).
The element idea is really interesting, not sure how to work it into the game. There are supposed to be 2 more characters (sacrifices) to join.
Obed will likely let Sebastian help his appearance in a gesture of true friendship (I bet these fools will fall for this.)
| GM Mogthrasir |
Apologies that I wasn't able to get more up here. Hopefully tomorrow I can get those adventure questions up.
But if you're looking for stuff to talk about, as Kale mentioned, you're free to talk about your ship. You do have one, of course.
What is it's name?
Where is it currently? (You are all in Port Meridian, by the way) Is it also in port? Is it hidden? Have you "lost" it momentarily?
What was your role on the ship?
What makes your ship unique?
What is it best at?
What is it worst at?
None of these really have to do with the first adventure, as you will not be on your ship to begin. But I want to start those questions right :). They will come tomorrow it seems, or Wednesday if tomorrow goes like today.
| Obed Marsh |
Apologies that I wasn't able to get more up here. Hopefully tomorrow I can get those adventure questions up.
But if you're looking for stuff to talk about, as Kale mentioned, you're free to talk about your ship. You do have one, of course.
What is it's name?
Where is it currently? (You are all in Port Meridian, by the way) Is it also in port? Is it hidden? Have you "lost" it momentarily?
What was your role on the ship?
What makes your ship unique?
What is it best at?
What is it worst at?None of these really have to do with the first adventure, as you will not be on your ship to begin. But I want to start those questions right :). They will come tomorrow it seems, or Wednesday if tomorrow goes like today.
Ship Names - Bloody Shame, Pirate's Howl, Pestilence
Location - Hidden nearbyRole - Ship's Surgeon
Unique - With Obed they are welcome at those weird clannish fishing villages where all the villagers look alike and eerily resemble fish
Best At - with Sebastian aboard, guessing hygiene
Worst At - Prisoner survival rate ;)
| Sebastion Atticus Abberforth IV |
What is your ship's name? The Eye of the Storm, the Siren's Call, Scimitar of the South Seas,
Where is it currently? (You are all in Port Meridian, by the way) Is it also in port? Is it hidden? Have you "lost" it momentarily? It's hidden nearby...but we weren't the ones who hid it... O.o
What was your role on the ship? Sebastion neglects his appointed duties (I'll let Kale determine what those are) to take on his self-appointed role of Master of Propaganda, he even fashioned a small badge for the position.
What makes your ship unique? (Eye of the Storm) The ship was designed to withstand the worst of storms, almost sailing better in the tumultuous weather - in a storm, it is almost impossible to outrun.
(Siren's Call) The ship is fitted with a winding siren that sits in the mouth of ship's figurehead (also depicting a Siren), and heralds the ship's coming as an eerie warning.
(Scimitar of the South Seas) The front of the ship is fitted with a strong blade that runs down the center of the ship, making it a lethal weapon in ramming attacks.
What is it best at? (Eye of the Storm) Navigating in stormy weather.
(Siren's Call) Demoralizing its opponents.
(Scimitar of the South Seas) Taking a more visceral, head-on approach to ship-to-ship combat.
What is it worst at? I like the above Prisoner Survival Rate, although Sebastion would argue some prisoners need to survive to spread word of the up and coming band of pirates.
| Squart |
Ship name options:The MyrCaller, Ocean's Martyr, Hand of the Deep
Ship type: Junk (Junk (Ship)) Or Ironsides. Or both!
Where is it? Hidden near the entrance to a marsh nearby.
My role? I bring the boom. I am the bombardier!
Unique? It is a Chinese(obviously something else in game) style vessel among European(Again not actually European) ships. Also IT has a high front and rear, that coupled with the iron makes it only vulnerable from the sides, which is packed with cannon firepower! The high front does mean that the captain either needs to be at the front of the ship, or needs a high vantage point in the back. It also has spots in the front that hold cannons, so we may fire while keeping our strongest point at the enemy. Reference point!
If you wanted a reference for what I mean.
What is it best at? Protecting from the front and rear. And blasting other ships with its' front cannons.
Worst at? Prisoner, and giving the captain a good view.
| Everett Kale |
What is it's name? A lot of good name suggestions so far. (Maybe we should have a fleet instead of just one ship!) Of the names suggested so far, I like Eye of the Storm best. It implies the ship is the master of its fate, that it stands calmly alone while everything else around it is chaos.
Where is it currently? Is it also in port? Is it hidden? Have you "lost" it momentarily? Hidden nearby at the entrance to a marsh...but we weren't the ones who hid it. One of us is wanted by the authorities in Port Meridian, and people there would have recognized our ship. So we rowed ashore in the night and had our navigator hide the ship somewhere else. They're supposed to come and pick us up in one week.
What was your role on the ship? Captain. Please know that I'm not one of those players who wants to boss other players around. I wanted to be Captain because I liked the story behind this character, but I know that some of you may have played in games where jerks took in-game authority as an excuse to be a little tyrant out of game. I promise not to do that! My two main gaming rules: 1) don't be a jerk, and 2) try and make sure everybody's having fun.
What makes your ship unique? The humanoid sea races (Ocean Dwellers, Brinies, Sea Mutants, and others) are heavily discriminated against throughout most civilized ports, and our ship is one of the few that treats members of such races as equals. (I also like Squart's suggestion that the ship is exotic and strange, the product of a different style of boat-building than the rest of the ships in the area. I like that picture, too. I'd be fine with our ship looking like that!)
What is it best at? Surviving. The old ship has been through a hell of a lot in it's day, but it always seems to stay afloat. We do end up spending a lot of money in repairs, though.
What is it worst at? It's cramped. Everyone has to share cabins, and the lack of privacy often leads to irritation and arguments, which the senior crew have their hands full managing.
| Obed Marsh |
I'm fine with Eye of the Storm (or Aye of the Storm).
Hidden seems to be the consensus.
Having a mixed crew as the unque aspect is good, I also like the unusual design which then could lead to it handling better in bad weather.
Cramped is okay but Obed needs a private space for his surgery (that unfortunately has a low survival rate...especially when the tides are rising and the sea is rough)
| Numeo |
Hey guys, finished writing up my character, here he is:
Str -1
Dex +1
Con +1
Int +2
Wis +0
Cha +0
Look:
One blind eye
Burn damage visible, especially pronounced near the cheek and lips
Leather bandolier of potions
Academic robes
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Damage: D6
HP: 19/19
6+constitution
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STARTING MOVES:
Concoct
Preparation skill
When you have a spare hour or two and some ingredients, you may brew a batch of potions; enough to last an adventure. Choose two tags, name the potion and add a batch of it (1 weight) to your inventory. If you're brewing with magical, rare or fantastical ingredients add one more tag of your choice.
Starting tags: bubbling, flaming, freezing, electric, volatile, regenerating, enhancing, lethargising, restorative, poisonous, invigorating, clotting, acidic, strengthening, weakening, toxic, dangerous, murky.
Example: Potion of Chilblain (freezing, clotting)
Belch
When you Swill a potion in your mouth and breathe it out, roll 2d6+Int. On a 10+, choose a tag and apply it to one of the options below:
The cloud of vapour counts as a reach weapon and deals class damage. Describe how.
It has lasting effects (e.g. forms into an ice bridge, melts armour, etc.)
If you roll a 7-9, as above, and your aim also hits something unintended, or the GM picks one of the potion's tags and applies the effects to you!
Imbibe
Enhancement Skill
When you swallow a potion and absorb it into your body, you take on the aspects of the potion; roll 2d6 +Int.
On a 10+ hold 3. Choose one of the potion's tags and describe how it will temporarily transforms you. Spend 1 hold to transform for a moment.
On a 7-9, hold 3 and the GM also chooses a tag, and describes the effect that tag will have each time you spend hold.
Example: A chilblain potion (freezing, clotting) may turn the alchemist's skin into solid ice, granting +2 armour, or turn her hands into a class damage weapon that freezes enemies on touch. On a roll of an 8, the GM also says triggering it will clot the Alchemist's blood, making their movement briefly sluggish.
Herbalist
Add "what here would make a powerful potion?" to the Discern Realities question list.
You may always ask the GM "what effect would this ingredient have?" and they will answer truthfully; the answers may include new, undiscovered tags.
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Gear Load: 7
Current Load=7
1 Flintlock
1 Leather Armor
1 Cutlass
2 Potion batches
1 Adventuring Gear
1 Scurvy Rations
Your load is 8+strength. You start with a flintlock pistol (gunpowder, noisy, reload, 1 piercing, 3 ammo) and boiled leather armour (1 armour, 1 weight, can be eaten as a ration). Choose the following:
Choose your weapon:
Cutlass (close, precise, 1 weight)
Flintlock Pistol #2 (reach, gunpowder, 3 ammo, 1 weight)
Choose three supplies:
Scurvy Rations (4 dungeon rations, 1 weight)
Bottle of Grog (heals d6 HP. Causes Confusion until you rest. 1 weight)
Adventuring Gear (5 uses, 1 weight)
1 Healing Potion (0 weight)
Fancy hat and bag of 15 coins (0 weight)
Create two batches of potions:
Incredibly Acidic Goo (bubbling, toxic)
Poison of Enervating Flames (flaming, weakening)
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| GM Mogthrasir |
Looks great, Numeo.
Apologies everyone, as I've been busy with this training and dropped the ball on something I needed to add in here.
Race
Everyone should get some sort of modification due to their race. This won't be a hugely beneficial modification, but something distinct nonetheless. I'm openning it up to you to determine that, but I reserve the right to ask you to tone it down.
Example: Obed's character can breathe under water, and have limited communication with his God. However, his appearance is rather unsettling (even to those somewhat accustomed to Brineys, and his skin must be covered often as it's succeptible to drying out).
The thought is that whatever bonus might come from these marine-life characteristics, also likely has a negative. But I want to make sure that the net product is beneficial, hence the potential 2 bonuses. (And Obed's example has 2 negatives because the second is mostly flavor, rather than mechanical).
| GM Mogthrasir |
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The afternoon sun beats down on you like a kiln, only occasionally shielded by the shadow of a crying gull passing overhead. The skies are clear and the salty air gently carries the smell of the sea. It'd be a perfect day, but you're feeling a might bit claustrophobic with that noose around your neck.
The crowd around you jeers and froths like a tempestuous ocean, drowning out the birds overhead. You've had to dodge a few vaulted items, and endured far more scathing names in the past few minutes. The bindings are cutting into your wrists, fastened behind your back; and though the heavy hemp around your neck rests loose for the moment, you have a suspicion it's about to feel a lot worse.
But hell with that! You've got different plans! A bead of sweat slides over your brow as you pray to whoever you think would listen that the plans play out.
For a second the yelling fades, muted by anticipation. You can hear the boards creaking beneath your feet, and the distant lapping of the tide at the docks - perhaps for the last time. The silence is broken by a voice shouting from the eager crowd, "SEND 'EM TO HELL!" Which is followed by a rising cheer as the executioner drops the floor beneath you. What do you do?
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This is your first adventure. We don't start calm, because there's no fun in that! But the adventure isn't starting yet, and I don't want any actions from you yet. Again, do not act yet. We'll do that in the game thread when we're ready.
Instead, I need each of you to pick a group of questions and answer them for yourself...
- What's your crime?
- Are you guilty of it?
- What's the connection to the other men being hanged?
- Where did they stash your equipment after you were arrested?
- What do you have? I know this is only one question, but it opens up a world of possibilities. It could easily be a tangible and physical item, or it could be something else like a valuable connection or secret information. Make sure it's something beneficial, as you're needed here.
- How did you get it?
- How are you hidden? Are you in disguise (if so, as what), or literally hidden from sight? Or maybe another option...
- Where are you located?
- How did you get there in the first place?
- What's about to happen? Maybe it's a distraction, or maybe something much bigger. But it's about to change the situation as we know it
- How did you set it up?
- What guarantee do you have that it'll work?
-----------------------------------------------------------------------
Take your time on this, as things aren't likely to start still until Monday. But feel free to claim one, even if you're not sure yet how it'll play out.
I also may ask more questions as you reveal your ideas.
| Numeo |
My character's obsessed, tormented, sleep-deprived, and maybe a little crazed, but he's wicked smart. I think he'd probably be in a planner's position, probably the 3...2...1 guy, if that makes sense to everyone else.
What's about to happen? It's a hot day - cheap concessions for the execution's audience members went over quite well. Fortunately, citrus juice is excellent at killing the taste of random polymorph potion, while dulling none of the potency.
How did you set it up? Step 1: Gather a small group of cute, preferably greedy street urchins to use as salespeople.
Step 2: Brew enough random polymorph potion to spike the majority of the crowd's lemonade.
Step 3: ??????
Step 4: Profit.
What guarantee do you have that it'll work? That was the question, but Numeo is confident. After all, HIS body has built up a huge tolerance to potions, and he still sprouted a few extra fingers when he tested his concoction on himself. On those uninitiated commoners, used to drinking little more than dirtied water and watered ale? It'll be a madhouse.
I could also come up with something for another role if Squart wants to take 3...2...1, that wouldn't be a problem at all :)
| GM Mogthrasir |
My character's obsessed, tormented, sleep-deprived, and maybe a little crazed, but he's wicked smart. I think he'd probably be in a planner's position, probably the 3...2...1 guy, if that makes sense to everyone else.
What's about to happen? It's a hot day - cheap concessions for the execution's audience members went over quite well. Fortunately, citrus juice is excellent at killing the taste of random polymorph potion, while dulling none of the potency.
How did you set it up? Step 1: Gather a small group of cute, preferably greedy street urchins to use as salespeople.
Step 2: Brew enough random polymorph potion to spike the majority of the crowd's lemonade.
Step 3: ??????
Step 4: Profit.What guarantee do you have that it'll work? That was the question, but Numeo is confident. After all, HIS body has built up a huge tolerance to potions, and he still sprouted a few extra fingers when he tested his concoction on himself. On those uninitiated commoners, used to drinking little more than dirtied water and watered ale? It'll be a madhouse.
I could also come up with something for another role if Squart wants to take 3...2...1, that wouldn't be a problem at all :)
Also... simply brilliant.
| Obed Marsh |
Definitely dead men part.
Obed feels the rough rope tighten around his neck as his mind flashes back on what how started as a good day. FLASHBACK...Obed left his contact's house with a sharky smile on his gray face. In exchange for some worthless pieces of the shiny yellow rock that the Landlings value so much, his contact had arranged for a new family in town to be 'disappeared' placing them in Obed's hands for his ceremony tonight. Father Dagon will be pleased he thinks as he makes his way slowly towards the harbor. Squinting in the bright sunlight, Obed dreams of the day when the Landlings are gone and water covers their forgotten graves. Unfortunately the day dreaming dulled his awareness of the surroundings and he literally stumbled across the body of a disembowelled man laying on the path. Even as he struggled to rise to his feet, a scream filled the air..."Murderer! Murderer!" cried a young woman that had seemingly been hiding near the body. Before Obed could take steps to silence the wench, he was seized by rough hands and a gag placed in his mouth. His unseen captors quickly secured his hands behind his back and dragged him into the town square shouting "Murderer!" the entire time. A mob formed around Obed and his captors and when his robe was ripped away from him revealing his repulsive appearance the entire crowd began to shout "Murderer!!!" at the top of their lungs. The rest the day passed in a blur as first he was taking in front of some human judge who heard testimony that they had seen Obed murder a poor merchant. The judge slammed his hand on the table and proclaimed "Guilty! This creature is to be hanged then the body burnt immediately." Obed was quickly hustled outside to the hangman who already had a couple of customers strung up and ready to go.
Convicted of murder which amazingly enough he didn't commit. Not sure what the connection to the others is. The only equipment he had with him were his tattered robes and a walking stick.
| Sebastion Atticus Abberforth IV |
Hmmm, I could see two options for Sebastion. One being that he is at the noose but with something up his sleeve (two of those if possible), or sneaky sneaky and setting up to free is crew mates in an exceedingly dramatic display anti-heroism. So I will wait to see what others claim before making a decision.
| Quelthas Greybreak |
What is it's name?
Where is it currently? (You are all in Port Meridian, by the way) Is it also in port? Is it hidden? Have you "lost" it momentarily?
What was your role on the ship?
What makes your ship unique?
What is it best at?
What is it worst at?
Ship Names - I'm down with Eye of the Storm as the name.
Location - Hidden nearbyRole - Ship's Navigator.
Unique - The Eye is notorious for riding out storms that should have sent her to the bottom. Legend has it that her crew will take advantage of storms as cover during their lightning raids on ships of fortune.
Best At - Surviving storms and cannon alike.
Worst At - Blending in...
| Quelthas Greybreak |
I was considering having my head in the noose, but it looks like we have that covered. I will go with Sneaky, Sneaky.
Sneaky, Sneaky: One of you is concealed and in an advantageous position. If it's you...
How are you hidden? Surprise! Quelthas **is** the Executioner! Or, at least, is posing as the executioner. Although our shipmates are indeed in trouble, they should find that the ropes were set so their necks won't be snapped when the lever is pulled. They are gonna have some sore necks, but they aren't going to die immediately... so long as someone cuts them down before they choke to death... Also... for a bright and sunny day... where is this fog coming from?
Where are you located? On the platform, in place to start rescue efforts.
How did you get there in the first place? "Well, you see, some of the Lads and I here, uh, borrowed this fancy Executioner... garb? Is it? That said, here I am. Be a pal and cut your shipmate down, would you?"
| Sebastion Atticus Abberforth IV |
Dead men: 2 or 3 of you are in the noose, amongst others to die this day. If you are one of them...
What's your crime? Spreading pirate propaganda, defacing of public property, theft, conspiracy against the throne, and possessing good looks that caused distress to others (he added that last one).
Are you guilty of it? That would depend on who asks. To women lusting after an adventurous and dangerous man, most certainly. But to an officer of the law seeking have me shackled and hanged, absolutely not!
What's the connection to the other men being hanged? They are my crew, and many are brought up on similar charges, but the death sentence stems from piracy.
Where did they stash your equipment after you were arrested? The constable is wearing most of the equipment in an attempt to mock me in my last moments...but that was just the first mistake. The rest are tucked away in the constable's office.
Ace in the Hole: Two of you have something special for just such an occassion, if you are one of them...
What do you have? A hidden stiletto that rests in the sole of his boots. It can be released by knocking the back of the heel. When dropped, he will kick the back of his heel, releasing the blade and throw his legs over head and in acrobatic display of dexterity and slice the rope with swiftness.
How did you get it? It was a tip garnered from the notes of his father, "Always be keepin' a concealed weapon. An' I ain't speakin o' a simple dagger or dart, oh no, I speak o' a fine contrivance summonable at a moments notice." Sebastion took to a notable craftsman who had the design drafted and implemented.
| Squart |
Squart had just joined this crew, and he was going to be damned if he was going to let these people that allowed him to join, without any discrimination, die. This wasn't going to happen, he wouldn't allow it. Squart had a plan.
What's about to happen? As the floor starts to fall, a very large bomb is going to go off under the guard's post in the town, drawing every guard that way. As the floor falls, our own executioner in disguise, is going to cut our shipmates down, which will set off the fuse in the ropes I made. (there are also scraps of flint in there for the sword cut to create a spark.) As it burns down, it will unwind the rope. The group jumps under the deck of the platform and when the hand ties are cut they start burning and the grenades that have been placed in our allies hands will be lit and have a short time to be thrown into the crowd. Now these are not regular grenades, they contain laughing gas, which our executioner has some scraps of cloth to cover our friends' faces.
How did you set it up? I worked as quickly as I could, and planned everything I could with my other cohorts. I quickly wove the rope with my longest wicks and sprinkled flint in with it. I wove my grenades into some rope as well for the wrists. After that was done and the executioner and other parts of the crew took to their respective parts of the plan I took to making the most devastating bomb I could muster. After moving it into position, I lit the long wick and walked away very normally, to not draw attention. The Executioner was told to drop the hatch as he saw me walk into view from a side street.
What guarantee do you have that it'll work? My skill, and the great minds of my fellow conspirators. Other than that, it was this or allow our allies to die without even a struggle.
| Everett Kale |
The Captain is a Dead Man:
The crowd roars with bloodlust as Obed's captors drag him through the streets. Some of them screech insults and hurl rotten vegetables.
"Damn your eyes, Mr. Marsh!", shouts a grizzled voice. "What in the seven hells have you done now, you murderous madman!" Captain Kale stands in front of the procession, one hand on his sabre, the force of his righteous anger temporarily quieting the crowd.
"But Captain..."
One of Obed's guards, a cruel man with a hook-shaped scar, interrupts the cleric with a heavy blow across the face. "Shut the hell up, bottom feeder!" The guard sneers at Kale. "We caught this fish tearing an innocent man to pieces. Stand down, old man."
The only part of this that suprises Kale is that Obed would have been so easily caught. The dark priest is usually much more careful about his sinister activities... But then Kale catches Obed's eyes, and the cleric slowly shakes his head.
By god, he didn't do it! Kale suddenly realizes, stunned. He stands for a moment, uncertain, before shaking his head and clearing his throat. "Mr. Marsh is part of my damn crew. If you're taking him to trial, then I demand the right to stand in his defense!"
The hook-scarred man sneers again. "Your crew, eh..."
Minutes later, Kale is being dragged through the streets as well, and the frenzied crowds have resumed their chants.
Dead Man
| Everett Kale |
Character Update: Captain Kale's Bond with Nuemo: Kale's crew didn't visit the island that Nuemo was on, they were stranded there. If Numeo hadn't belched fire and cooked the pterodactyl when he did, Kale's men might well have starved before they could finish repairing the Eye of the Storm. As such, Kale feels like he owes the alchemist, and will protect him as part of his crew until the debt is repaid.
Rules Question: In one part of the Dungeon World srd, I saw a reference to multiclass moves, but couldn't find any further explanation. How does multi-classing work in this system? Is it even an option?
| Numeo |
It's absolutely an option. Depending on your class, when you level between 2-5 and 6-10 you can pick an advanced move, usually titled something like Multiclass Dabbler or Multiclass Initiate. This allows you to choose a move from a different class.
If you pick the Cast a Spell move from another class, you automatically get Commune or Prepare Spells as free moves that are tied to it.
| GM Mogthrasir |
As Numeo said regarding multiclass, well put. There are advanced moves attached to your character's playbooks that give multiclass opportunities in some cases. The Fanatic, however, doesn't have any such moves.
If there is a move from another playbook that really grabs your attention, I have no problem allowing you access as an advanced move when you level. But this would only be if it makes sense for your character (Wizard spells, for instance, don't seem to gel with the Fanatic).
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I'm excited to get this started. Well done all on grabbing a role, as this first scene is looking pretty packed now.
But first, I have some questions: (And comments)
Numeo:
- Did you tell any of the street urchins what was actually in the concoction? Do they think it's lemonade or do they know better?
- Were you to get a cut of their profits, or was this an 'altruistic' act?
Sebastian
- Who is this Constable? Have you had run ins with him before, or has he only heard of your exploits until now?
- That sounds like a fantastic plan, but since we're only setting the scene, it is nothing but an intention currently.
Obed:
- Unrelated to the Adventure: What does his race/kind find valuable in regards to currency? I like that 'coins' seem a strange construct to him, but what then would he value instead?
- What of his equipment, where is it now? His chainmail, his holy symbol, even his healing potion and rations?
Quelthas:
- Where is the actual Executioner? Why isn't he here and what did you have to do with that (if anything)?
- When you ask about the fog... Great example of what I call a leading question. I openly invite you all, as players, to ask leading questions. "Wait, don't I recognize this guy? He looks like a friend I had as a kid." or "Isn't it about noon? That's when the church bells ring out." This tells me that you have an idea, and more often than not I'm going to want to let you pursue that idea and roll with it. Worst case scenario: I tell you that you were mistaken and we move on. So yes, that is fog beginning to roll in, how strange! But tell me, Quelthas, why would such a thing be happening on such a clear day? (Keep in mind, I don't believe your character has the powers to do such a thing yet)
Squart
- Quite the plan! But many of the steps require future actions, none of which are decided yet. So for now we may only set the scene. The large explosives at the guard's post is perfect Though I can't guarantee the timing you want, only that it will be soon. As for the rest, let's simply set up the dominoes and let the characters knock them down as it happens.
- So the men being hanged have been slipped small explosives of laughing gas? Or are there explosives rigged into the scaffolding that ignite when the nooses are cut? Since there is already another explosion you've rigged, I'd like to limit your available time to only one of these.
- How did you get the explosives into the Guard House? And where are they located there?
Captain Kale
- Who is this man with the hook-shaped scar? Have you had run-ins with him before?
- Do the others know you're a Captain (that brings some authority)? Or is only the scarred man vaguely aware of this?
| GM Mogthrasir |
Today I hope to go through your character builds and "get our houses in order" so to speak.
If you've never played Dungeon World before, this experience may feel a bit like a "detox" as you try to unlearn a lot of the standard procedures you're used to in RPGs. I'll do my best to guide you through this, while also giving you an adventure that keeps you hanging on for life.
I would ask, though, that you all familiarize yourselves with the basic moves. There is a link to them under the Campaign Info tab. Really you can do anything that seems feasible to your characters, but those moves are what most things will come back to when I ask you to roll.
And if we're able to iron things out sooner, what are your thoughts on starting before Monday? It might be doable.
| Sebastion Atticus Abberforth IV |
The constable is one retired Admiral Bartholomew Blackwater, a pompous young nobleman who had life handed to him through the glories of nepotism. He carries himself with grace and superiority, yet he has only ever been out at sea a few times in his life and only one of those times included naval battle, which he barely managed to survive. In an attempt to avoid embarrassment, he was given a position in Port Medallion as Captain of the Guard because "his reputation is to great to risk on the unforgiving waters".
Sebastion came under scrutiny of the former-Admiral Blackwater when he was caught bedding the man's wife. When Bartholomew stepped in on the scandalous act, Sebastion quickly burst into action. As if getting caught was part of his intention, Sebastion whipped out a wanted poster of himself taken from the streets, tossed it in the air, and threw a knife at the paper catching it and pinning it against the wall beside the constable's head. He quickly leapt to the window and tossed it open. The constable drew his sword and dashed across the room, a signal for Sebastion to take a leap of faith. To his good fortune, a caravan carrying "fresh" linens had just passed under and provided the perfect safety net for the wanton dare-devil. Bartholomew hung out the window looking down at Sebastion. Letting out a hearty laugh, Sebastion yelled up to him, "Let this serve as a reminder that no man's wife is safe my co-*CRACK*" Apparently, the caravan was carrying fresh washed uniforms for the city guard to be delivered to the constable's office. The caravan driver knew Sebastion's face well from the numerous wanted signs hanging around the office. Recognizing the new, unwanted passenger, he snuck around the caravan and swiftly pistol whipped the pirate in the middle of his lude outcries, knocking him unconscious. When Sebastion awoke, he was in shackles and being prepared for the hangman's noose. He certainly hadn't planned for this, but then again, when does he plan for anything?
| Sebastion Atticus Abberforth IV |
Start as soon as possible!
F5 F5 F5 F5 F5
This lol.
| Obed Marsh |
Today I hope to go through your character builds and "get our houses in order" so to speak.
If you've never played Dungeon World before, this experience may feel a bit like a "detox" as you try to unlearn a lot of the standard procedures you're used to in RPGs. I'll do my best to guide you through this, while also giving you an adventure that keeps you hanging on for life.
I would ask, though, that you all familiarize yourselves with the basic moves. There is a link to them under the Campaign Info tab. Really you can do anything that seems feasible to your characters, but those moves are what most things will come back to when I ask you to roll.
And if we're able to iron things out sooner, what are your thoughts on starting before Monday? It might be doable.
I'm working the rest of the week, which makes it a perfect time to start (I don't work very hard, wink, wink, nudge, nudge)
| Everett Kale |
Captain Kale
Who is this man with the hook-shaped scar? Have you had run-ins with him before?
Do the others know you're a Captain (that brings some authority)? Or is only the scarred man vaguely aware of this?
Port Meridian is a great trading hub, but a large number of the people there are heavily prejudiced against Brineys and Ocean Dwellers. Kale was known to harbor a number of such folk aboard his ship. So the last time Kale was in port, he was run out of town by a group of radicals with a violent agenda against the peoples of the sea. The scarred man is one of the leaders of that group, although Kale didn't recognize him at first. Somehow, the scarred man has managed to gain a larger measure of influence in the town's politics.
The radicals call themselves Earth's Pure, and the scarred man is Ezren Slade.
Many of the people of Port Meridian do recognize Kale as the captain of a ship, but few hold any respect for him, due to the nature of his crew. This was why he ordered the ship to be hidden while he rowed ashore in secret to obtain the supplies they needed. Townsfolk who support the Earth's Pure would be more than happy to see him dead.
| GM Mogthrasir |
Character Sheets:
Everett
- Racial Bonus - you may pick a human racial bonus from one of the core classes if one appeals to you, or come up with something of your own of relatively equal power.
- The Playbook I got you was missing some gear options. Pick 1 mark of office, so something that marks you as a man of authority (other than your cool hat or wicked sabre). Maybe it's a captain's pistol, or a jacket with old medals, or a beastly tattoo that lets you into the Captain's Club.... Also, Choose 3 supplies: Scurvy Rations (4 dungeon rations, 1 weight), Bottle of Grog (heals d6 HP. Causes Confusion until you rest. 1 weight), Adventuring Gear (5 uses, 1 weight), Healing Potion (0 weight), Fancy hat and bag of 15 coins (0 weight).
Numeo
- Instead of alignment, we're using Drives. What drives Numeo? What inspires him to leap into dangerous situations? What is his pursuit? You will gain a point of xp whenever you fulfill this in a significant way, or willing complicate a situation in pursuit of this. (examples: Pursuit of Knowledge/Discovery, Seek exotic locales and ingredients, etc.)
Squart
- What would Squart's racial bonus be? I notice he has an ink sack of sorts, perhaps it's something he can shoot ink from. What would the downside of this be? Does it happen on its own sometimes when he's scared, perhaps?
Sebastion
- All things look to be in order.
Obed
- I just need to know what 2 lvl 1 cleric spells you have prepared for the day. You have the advantage of knowing what's immediately in store for you, which is always handy.
Quelthas
- You're still working on your character sheet. I'll evaluate it once you've got it at a stable point.
| Numeo |
But first, I have some questions: (And comments)
Numeo:
- Did you tell any of the street urchins what was actually in the concoction? Do they think it's lemonade or do they know better?
Just because Numeo keeps company with a bunch of scallywags and thieves doesn't make him one. In fact, Numeo was social and well-liked by his tribe before he saw the visions of doom and they began calling him crazy. Even now he likes kids - they tend to be more receptive to weird ideas...to protect them, he'll only tell the largest, bossiest kid that it's got potions in it. That way, the rest of the urchins can truthfully plead ignorance, and the bossy one will keep them from sneaking sips of the "merchandise"...
Were you to get a cut of their profits, or was this an 'altruistic' act?
I had to strike a bargain with the headmistress of a local flophouse for the necessary cups and pitchers to share with the crowd. The details of said bargain can be up to the GM. I'm getting a cut of the profits so I can pay her back.
My Drive is to understand the visions of doom that trouble me on restless nights and endless days.
| GM Mogthrasir |
Numeo looks all set then!
Also, I've compiled your ideas regarding your ship and gone with the ideas that seemed to get the most support (not sure on type yet, though. Seems an asian feel from the Junker is the best option?)
The Eye of the Storm
Currently: Hidden in a nearby marsh - possibly swinging back to pick up its crew.
Very Tough, Weathered, Diverse
Unique, Bad Reputation, Repairs
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Beneficial tags:
Detrimental tags:
| Sebastion Atticus Abberforth IV |
As do I. I filled out my profile since it seems I had forgotten to do that earlier.
| Numeo |
| Quelthas Greybreak |
Quelthas:
- Where is the actual Executioner? Why isn't he here and what did you have to do with that (if anything)?
- When you ask about the fog... Great example of what I call a leading question. I openly invite you all, as players, to ask leading questions. "Wait, don't I recognize this guy? He looks like a friend I had as a kid." or "Isn't it about noon? That's when the church bells ring out." This tells me that you have an idea, and more often than not I'm going to want to let you pursue that idea and roll with it. Worst case scenario: I tell you that you were mistaken and we move on. So yes, that is fog beginning to roll in, how strange! But tell me, Quelthas, why would such a thing be happening on such a clear day? (Keep in mind, I don't believe your character has the powers to do such a thing yet)
It is entirely possible that I'm still not clear on "How to Mage" but, I thought that the Mage starting move of "Cast a Spell(INT)"
When you weave a spell to help solve a problem, describe it and roll +INT. Spells cast this way can never deal damage directly." would allow me to improvise magic within my Focus of The Storm which includes the aligned effects of "Fog and Lightning" according to the Mage Playbook.The fog I described would be a slow, creeping fog, rather than "BAM! Let there be Fog ye scags!" which would roll in just long enough to provide some cover while the multi-pronged "Operation Save-our-Mateys" is starting. In terms of power level, I see that the Storm Hunter (wizard) list you sent me a link to contains a cantrip with Minor Weather Control, which, in theory, might give me enough oomph to make the fog. Am I incorrect in my understanding of Mage magics, and there is a spell list out there that I need to review (for great justice, of course...) ?
Getting word of the impending execution of a handful of his shipmates, Quelthas gathered up a few extra hands and made his way to the gallows. With much of the focus turned on the procession, Quelthas and his Mates managed to isolate and subdue the Executioner, leaving his unconscious form bound, gagged and hidden among some barrels in a nearby alley. Thankfully, no one noticed that the Executioner's deathly black robes and mask poorly fit the lithe frame of the elven mage until the reveal and coordinated break-out plan was well under weigh... so to speak.
| GM Mogthrasir |
Indeed Quelthas, you do know how to Mage. That was my fault, not yours. I had the wrong class listed for you and have been studying the storm wizard instead of the Mage. I will need to spend more time with the Mage it seems, but I have little doubt that your interpretation is correct. However, we will need to wait on the fog then as it would be an action from your character. We'll hold off on any actions until the game starts.
And yes, the storm hunter has minor weather control, but it is described as a gust of wind or isolated rain. Rolling fog I would likely seem to be more personal, as in enough to cover one person or maybe a small group. A Mage, however, can likely fill the courtyard as I believe you intend.
Thanks for clarifying that for me. The Mage is extremely open ended, and from what I've read is only limited it appears by one's creativity.