Intro to Dungeon World (private) (Inactive)

Game Master Whack-a-Rogue

Goldhead Village


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By the way, there's no rule limiting Hack&Slash to only targeting a single enemy. Here's a perfect example.

Dungeon World Combat

Volley (take out herald; rolled a 7-9; selected "reduce ammo by 1")
Defy Danger +STR (shield wall doesn't break; rolled a 10+)
*cue awesome slo-mo*
Hack&Slash (destroy useless mooks; rolled a 10+ but declined the extra damage)

My point? It's perfectly acceptable to get cinematic and think big. :-)

Grand Lodge

HP 23/23 | Armor 1 | Damage 1d8 - Half-Elf Ranger 2 (0/9 XP)

is there a way to roll the dice and fight off the poison running through me?


That would be a Defy Danger +CON roll. Good question. :-)

EDIT: Or you can find and drink an antidote.


I've started an interest check/recruitment thread for the upcoming Dungeon World campaign. You don't have to do anything right now, but I thought you might enjoy helping me decide who to pick when the time comes. :-)

DW Serpent's Skull

Grand Lodge

HP 23/23 | Armor 1 | Damage 1d8 - Half-Elf Ranger 2 (0/9 XP)

The_Lake and PensivePanther look interesting :)


Two important things....

1) I'm curious to know why Rhovanor hasn't bothered to take any gear from his defeated enemies. It's not required, of course, but is definitely not the norm for adventurers. ;-)

2) That other campaign that I've been recruiting for? It's ready to start now. Head on over and say hi. :-)

Grand Lodge

HP 23/23 | Armor 1 | Damage 1d8 - Half-Elf Ranger 2 (0/9 XP)

1) i keep forgeting :P
2) will do :)

Grand Lodge

HP 23/23 | Armor 1 | Damage 1d8 - Half-Elf Ranger 2 (0/9 XP)

if i throw the current weapon in my hand at the wires to cut them, what would i have to do dice wise?


What wires are you referring to?

Grand Lodge

HP 23/23 | Armor 1 | Damage 1d8 - Half-Elf Ranger 2 (0/9 XP)

This expansive cavern is dimly lit by patches of glowing fungus here and there along the walls, floor, and ceiling. It appears to serve as some sort of laboratory sized for a small person. Contraptions of tubes, wires, glass bottles, and beakers - all of which bubble and steam with glowing chemicals and fluids - top low slab tables arrayed about the cavern. Three large cylindrical tanks contain glowing blue liquid, the northernmost of which holds a humanoid body that periodically twitches as electrical currents flash through the tank.

i am assuming the wires mentioned above is the wires bringing the electrical currents to the tanks


An incorrect assumption, I'm afraid. The items on the tables aren't connected to the large tanks.


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

when are you thinking of starting the other game?


Once all the players are finished getting their characters set up. Almost certainly within the next day or two.

By the way, welcome to magic. ;-) In most cases, unless you achieve total surprise on an unprepared mage, you'll have to be very creative to achieve victory. A prepared arcanist is an absolute nightmare to fight. If you ever read my "Reign of Winter" campaign, they had a mage boss fight. Nine PCs vs One evil witch and a couple minions. The fight took forever, and several PCs almost died.

Grand Lodge

HP 23/23 | Armor 1 | Damage 1d8 - Half-Elf Ranger 2 (0/9 XP)

Half-Elven
Somewhere in your lineage lies mixed blood and it begins to show its presence.
You gain the elf starting move if you took the human one at character creation
or vice versa.

Grand Lodge

HP 23/23 | Armor 1 | Damage 1d8 - Half-Elf Ranger 2 (0/9 XP)

i moved str to 10 ... at what point does the mod go from 0 to 1?


13-15 --> +1
16-17 --> +2
18 --> +3

Don't forget to change your STR on your profile. :-)


Nice work completing the module. :-) We're going to take a break from this game now, as I'm a bit swamped at the moment. Plus, I've learned that DW doesn't work super well with one PC. This was a good learning experience, though, and I've had fun. :-)

Grand Lodge

HP 23/23 | Armor 1 | Damage 1d8 - Half-Elf Ranger 2 (0/9 XP)

me too :)

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