Ehhh he wasn't here long enough to justify awarding XP for "resolving" the bonds with him. Go ahead and just remove them from your character sheet. Normally, I'm all for easy xp, but it's not reasonable this time.
Male Lizardfolk Druid 3 | HP 18/18 | XP 4/12 | AC 1 | Dmg d6 | Str 15(+1) Dex 13(+1) Con 12(-) Int 9(-) Wis 18 (+3) Cha 8 (-1)
Mottled, moving shapes of duckweed floating on Wek's skin, and the shapes of fish beneath the skin. Wek basically looks a bit like a pond at all times.
rote:Light, Sanctify, Guidance | 1st: Cure light wounds, Bless, Speak with Dead | Currently:
End of Session wrote:
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.
Once bonds have been updated look at your alignment. If you fulfilled that alignment at least once this session, mark XP. Then answer these three questions as a group:
•Did we learn something new and important about the world?
•Did we overcome a notable monster or enemy?
•Did we loot a memorable treasure?
For each “yes” answer everyone marks XP.
So, each of us has to go through that first part individually. As for the group portion:
1) Yes, lots of things actually.
2) Yes, that mercenary band was a kick in the teeth for most of us.
3) I would say my treasure is certainly memorable. And you always remember your first, after all.
So we all would get 6 xp at least for End of session and Christmas bonus.
This means I'm sitting pretty on at least 10. You need 8 to go from lvl 1 to 2, so I am left with 2 before resolving bonds.
Level Up wrote:
When you have downtime (hours or days) and XP equal to (or greater than) your current level+7, you can reflect on your experiences and hone your skills.
•Subtract your current level+7 from your XP.
•Increase your level by 1.
•Choose a new advanced move from your class.
•If you are the wizard, you also get to add a new spell to your spellbook.
•Choose one of your stats and increase it by 1 (this may change your modifier). Changing your Constitution increases your maximum and current HP. Ability scores can’t go higher than 18.
1) already done.
2) I am now lvl 2
3)advanced move chosen: Multiclass Dabbler (cleric). I am now an Immolator 1/Cleric 1. I gain the Commune and Cast Seplls abilities as a 1st lvl cleric.
4) N/A
5) I increase my Wis by 1 to 16 (+2)
rote:Light, Sanctify, Guidance | 1st: Cure light wounds, Bless, Speak with Dead | Currently:
I think I had bonds with our dearly departed, but none with our current players. Resolving those will give me at least 1xp. And I need to make new bonds with everyone. hmmm.
'Uek is a shifty thing. I need to make certain his commitment is rock solid.
Stybar has been infected with foul magics. I will make sure they are not corrupting his soul
Male Lizardfolk Druid 3 | HP 18/18 | XP 4/12 | AC 1 | Dmg d6 | Str 15(+1) Dex 13(+1) Con 12(-) Int 9(-) Wis 18 (+3) Cha 8 (-1)
Wek XP
+1 for a miss on Hack and Slash
+1 for a fail on Defy Danger Str
+3 for Axemas
+1 for Loot Check fail
Eliminate an unnatural menace (Druid, Neutral): I’d say that driving off the Leech Lord, and assisting in getting the mercenaries away from the march, counts. +1 XP
Bonds: Shattertooth is still tied deeply to the Fates and dooms of this world, so that one seems to be relevant. Wek’s bond for Stybar looks kind of irrelevant, though, so instead, if Stybar is amenable, Wek will change it to: Wek will assist Stybar in learning how to use his new tentacles, as an experienced shapeshifter—and should they prove too aberrant, he’ll assist in amputating them.
If Stybar is cool with that, +1 XP.
Assuming so, Wek has 8 XP (he rolled well!) and can level up.
Wek goes to Level 2, Druid.
Because life should be interesting, Wek chooses Elemental Mastery.
Male Minotaur thief | Lvl 2 | XP 3 | HP: 11/19 | Armour 1 | Damage 1d8 | Str 0| Dex +2 | Con +1 | Int +2| Wis 0 | Cha -1 | Ammo 5 | Dungeon Rations: 4 | Adventuring gear 8/10
Shattertooth wrote:
End of Session wrote:
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.
Once bonds have been updated look at your alignment. If you fulfilled that alignment at least once this session, mark XP. Then answer these three questions as a group:
•Did we learn something new and important about the world?
•Did we overcome a notable monster or enemy?
•Did we loot a memorable treasure?
For each “yes” answer everyone marks XP.
The group portion:
1) Yes. Agree with Shattertooth.
2) The mercenary band as well.
3) Agreed that we did find some pretty cool stuff. What it all do is to be found out though.
- 6 xp for End of session and Christmas bonus.
- 4 xp for failing
- I do not think any bonds have been resolved for me this time around.
Level Up wrote:
When you have downtime (hours or days) and XP equal to (or greater than) your current level+7, you can reflect on your experiences and hone your skills.
•Subtract your current level+7 from your XP.
•Increase your level by 1.
•Choose a new advanced move from your class.
•If you are the wizard, you also get to add a new spell to your spellbook.
•Choose one of your stats and increase it by 1 (this may change your modifier). Changing your Constitution increases your maximum and current HP. Ability scores can’t go higher than 18.
1) already done.
2) I am now lvl 2
3)advanced move chosen: Cautious
When you use trap expert you always get +1 hold, even on a 6-.
4) N/A
5) I increase my Dxt by 1 to 16 (+2)
Male Minotaur thief | Lvl 2 | XP 3 | HP: 11/19 | Armour 1 | Damage 1d8 | Str 0| Dex +2 | Con +1 | Int +2| Wis 0 | Cha -1 | Ammo 5 | Dungeon Rations: 4 | Adventuring gear 8/10
Princess. Your bond says Stybar I'd keeping a secret from you. Stybar found a cursed magic horse figurine in the the camp before we found you. Maybe it is yours. Maybe Stybar knows, but won't tell you about it. What do you think ?
Okay Vorgo, I'm going to allow you to know the special language of the Hag covens, but only at a cost! The cost is: you must describe how it is that Hags and Tiamat are affiliated, and how your species factors into that relationship. Are Hags powerful in your home, desert-dwelling society? Were you anointed as a Paladin by a lizardfolk hag?
Your knowledge of another language (especially since your Intellect is your dump stat, so we know you didn't just study it to be scholarly) must be supported with backstory, in order to make sense.
If you stumbled upon a hag during some ill-fated expedition, you’d be forgiven for thinking they were some unknown race or twisted monster. Misshapen and barely recognizable, Hags look like something out of a nightmare.
And they are monsters, but they’re not for the reason you think. Humans, gnomes, pixies, reptilarians and goblins alike have lost their greatest sorceresses (and they are ALWAYS women) to the blessed power of Tiamat.
Her blessing changes them. Twists them body and soul. But afterwards they’re more powerful, better able to spread her gifts to the world.
All of Tiamat’s champions were taken from their homes as hatchlings and raised by Hags. Because they come from all races, they have a universal language (spoken by all champions). That’s known as Haglish.
Vorgo remembers Arielle fondly. The Sand Hag taught him well and taught him that service to Tiamat is important above all else.
But Hags are ambitious creatures, and their agenda for Tiamat does not always align with others. If this Murk Hag lays down her weapons, she’s a faithful daughter of Tiamat. If she fights she’s a treasonous serpent who must be put down.
Male Lizardfolk Druid 3 | HP 18/18 | XP 4/12 | AC 1 | Dmg d6 | Str 15(+1) Dex 13(+1) Con 12(-) Int 9(-) Wis 18 (+3) Cha 8 (-1)
I can't seem to catch a break to write some bonds--here goes...
Stybar remains "Wek will help him with those pesky tentacles, or chop them off."
Shattertooth remains "that minotaur has a dark fate."
Vorgo will be "I shall have to reconnect my desert-brother to the soul of the swamp." (good luck, Wek)
Princess: "Princess must show me the ways of her sunlover-eating magic."
Lur: "Lur has no tribe. We must induct him and give him a home."
There's an issue here that is affecting the pacing of the game, and that is player agency. I'm noticing that the thread is shaping up like a series of one on one conversations between me as the DM and individual players, and this game requires more than that if we're going to enjoy ourselves as a group. I want to remind everyone that just because another player is waiting for the result of their roll, doesn't mean you're gagged and unable to act, either in the current situation or with each other. This should feel less like a group of individuals making private skill checks with the DM and more like a chat room that's rampaging through an adventure story.
This is especially a problem when we have one player dealing with RL stuff that prevents them from immediately responding to one of my posts. This happens to online games literally all the time, and how we deal with it is having other players step in and just take the spotlight for themselves.
Don't be afraid of muscling someone else out of the spotlight if their inaction is causing the game's pace to drag. I'm not calling you out, Uek, RL shit happens to me too. It happens to all of us. It's not a problem, UNLESS there's a party atmosphere that prevents the game from moving forward based on the inaction of one player.
Everyone get what I'm saying? We all have to pitch in to make the game work.
These are some very interesting characters indeed. I have to say, that reading your stuff, makes me a little nervous as I am not used to do roleplaying in writing and English is not my first language. I think I will manage though. Just cut me some slack for starters. :)
Plume. Do you want us to use the standard bonds or make ones up to fit ?
Stybar was born with a birth defect causing his left horn to stop growing at an early age. Because of this, he earned the nickname Halfhorns, used by everyone except his mother. He is the only child of legendary Maze designer, dungeon architect and pricefighter Jarlinson Highorns, a tough father with unrealistically high ambitions on behalf of his son.
Stybar is not a gifted fighter. He is a smart guy though and graduates from the college of Maze design and architecture and lands a position in middle management in the defense division of the minotaur settlement. Because of his strict upbringing, Stybar is terrified to make mistakes, resulting in him always needing to follow minotaur protocol, although following protocol is not very minotaur like.
Secretly, Stybar dreams of surpassing his father’s achievements, building something which will outshine jarlinsons masterpiece, The Tripple Upside Down Pyramids of Daedalus. The problem is, Jarlinson was a master of improvisation and innovation. Stybar is not.
When the defense division is called upon to build a new vault and protecting maze for the settlements most valuable treasures. Stybar is handed the responsibility of a small part of the design. Unfortunately, that is where the looters went trough. Easily.
I wanted to try writing something, so I did this, assuming we will begin as the party is handed the mission. If you want to start earlier, just disregard this
Looking at the group from a few feet away, Stybar rubs his short left horn in discomfort. This group is definitely not following standard raid party protocol. Who even authorized this? And what about the paperwork?! He tried to shake it off and told himself to stop worry. Nobody ever followed protocols anyway. Still he could not help searching through his memory. Interracial raid party form 86.4, that’s the one. He trusted the Lizardfolk, they were predictable. But the human was another matter. Since the raid of the village it had bothered him. I crunched the numbers, I did the math, I followed protocol and still the sunlovers had been able to easily pass through his intricate network of labyrinths, riddles and traps. How? Could it be an inside job? Suddenly a thought came to him. Before we leave I have to go see father. I HAVE TO GO SEE FATHER! He did not mean to shout and he did not notice. As he turned and ran to the city, he did not notice the mocking laughter of a few of his soon to be colleagues either.
Oh, don't take it so hard, Stybs. in case you didn't notice, that mage had a blink spell, was teleporting all over the battlefield. Bastard wouldn't stay still long enough to get stabbed. Even the best labyrinth would have failed against him. he pats the minotaur on his lower shoulder.
Looks excellent, Stybar. I'm confident you will have no problem with roleplaying with the group. Your English is very good.
Discussion Thread and Gameplay Thread are up. We're going to kick it off with some questions in the Discussion Thread about your backstory, and we'll start forming some Bonds.
Recruitment is still open for those of you that haven't created their character yet. Just know that the following classes have been claimed:
___
Barbarian
Thief
Fighter
Druid
Monk
There's plenty more classes, though. If you want to play a class that isn't listed in the official SRD, that's fine, just provide a link to the PDF where the class rules are. (Unless it's from Grim World, I have that already).
The concept for this reminds me very much of the first game I ever got into on these forums. Up until now, I wasn't sure whether I actually wanted to apply, though.
I'd like to play a Were-Fox Mechanic, complete with fox-shaped mech suit. Because as long as the necessary tech/magitech to make this feasible is on the table, hurtling about as a metallic death-fox sounds a little too enjoyable.
_/_/_/_/_/_/
A series of over-excited yips can be heard in the distance. It's a little bizarre to most people.
But if you speak Fox for some reason, and have a good enough ear to notice the metallic sounds accompanying those yips, it's a little more concerning.
"Now, the normal idea of orcs is that they're idiots. Not exactly true. Some of are smart, some of us are dumb, just like most folks. But theeeen again, even the smart orcs usually prefer not to use those brains of theirs. It's more fun that way!" "Well...for moooost of them. Me? I suppose I'm still an orc, but I'm not a normal orc. And I found a way to use my brain AND have fun!"
The sound of something rapidly approaching meets the ears of the strange orc-fox's victims, but by the time the metal-death fox leaping over the trees is noticed, it's just a little late for them to save themselves. Numerous devices designed to bring about a grisly death can be seen sprouting from its form as it hurtles toward the poor, soon-to-be-dead vanguard.
To them, it sounds like a disconcerting, manic fox howl. To the one making the howl, however...
"DEATH FROM ABOOOOOOOVE!"
The inverse world classes lean more toward Sunlovers in flavor, to me. If your heart is set on the class concept, and you write in a good backstory to justify being allied with this relatively primitive tribe, then maybe...but on first pass it doesn't sit well with me. Just personal preference.
How so, exactly? What about it feels that way? I mean, apart from some of the specific flavour. That's pretty easy to rewrite.
We don't exactly know much of the setting specifics. I mean, just in my case - what even is the status of tech?
Is it much of a thing?
Do the Sunlovers focus heavily on it, and jealously guard their fancy toys?
Is it rarely seen, a show piece of their nobles?
Hell, for all I know the Sunlovers run on a Mageocracy and technology is seen as a primitive, inferior thing no matter how great. Not entirely unjustified, given the crazy things you can do with magic.
I'm not ruling out technology, we had just established that the Laogo Tribe was a fairly low-technology/high-magic tribe of Minotaurs and Lizardfolk. Hunter/gatherer on the Minotaur side, and some agricultural knowledge from the Lizardfolk people. By contrast, this mecha-fox btatle suit you're referring to would require immense scientific know-how to create and maintain.
That pushes your character toward being an outsider that joined the tribe after developing his technology elsewhere. And that's fine, to an extent, but we'd need to establish a strong motive for your character to actually care about the tribe. An outsider can only care so much about a group of people he barely knows.
The reason for this is that the players are meant to unified in their pursuit of vengeance on the adventurer raiders. This is a revenge mission based on a personal offense, not your average dungeon-crawling treasure hunt. Why should a high-tech, self-sufficient werefox wanderer care about what happens to a bunch of marsh-dwelling primitives? If you can establish that, your character can join.
Got it. That make things a lot clearer. In any case, I think I have an idea for how this might work out.
Arathoth's fox-suit wasn't his first mech-suit at all. He had another one before it, originally made before his tribe was decimated in a raid gone wrong. There were just a couple of problems with it.
For one, it was made for the wrong form. Arathoth preferred to fight as a fox instead of an orc - it just felt right to do it that way - but between lacking proper forge access, let alone a skilled smith, his only choice for parts was to salvage them from the war-machines that were getting increasingly common. He did well enough to make adjustments for his size, but he couldn't change the body-shape altogether.
And second? It just wasn't that well put together. Everything had to be cobbled together, and while it was still functional and incredibly dangerous, it had problems with overheating, being too cold, pieces of metal being dislodged and jammed into his body...it was a walking pile of beat up scrap, and it would have probably fallen apart at any moment if put under enough strain. Hell - it did fall apart a few times. It should not have worked, but it did, and it kept him alive.
After the destruction of his own tribe, Arathoth eventually came across the Laogo during his wandering. He saw the works of the Priests of The Flames, and that in turn sparked something in him. These people could work metal. These people could make the parts he needed. And if he worked with them, he could make something so much better than the pile of junk he was using now. It was a thought that filled him with glee.
Since then, he hung around the tribe, doing whatever he needed to do for them to get parts, tools, whatever bits and pieces he needed for his designs. They weren't nearly as enthusiastic about his work as he was, but he made himself useful to them, uninterested in any compensation except more pieces for his newest design and chances to use what he made.
That fox-suit went through a few iterations in his time with the tribe. It would have undergone another had those adventurers not shown up when they did. He had so, so many plans and designs...and the adventurers destroyed them, as they devastated the tribe that had made all his accomplishments possible in the first place.
Does that work? I figured that naturally speaking, as both an orc and a werefox, it just wouldn't be that easy for him to get what he needed to make a suit like that - a good one, anyway. So when I saw that Priests of The Flames had the capabilities and responsibility for metalworking, I figured that playing on those two bits of information may well allow for a solid explanation for where a connection with the tribe would come from.
Open to between 2 and 4 more players, ideally! Let me know if you have any questions about Dungeon World (www.dungeonworldsrd.com) or about the world and story so far! Ideal candidates will be able to post every day or so.
Love it, both of you! What do you guys think about having been captured by the mercenaries that the PCs just defeated in-game, and that's how you join up with the party as it already exists? Otherwise if you have a better idea of how to join up I'm happy to entertain that.
Princess was the favorite daughter of the chief of her ogre clan. She was extremely intelligent (for an ogre) and extraordinary beautiful (for an ogre) and thus quickly rose to prominence. One day, Princess happened upon a wizard in the woods. He offered to teach her magic in exchange for his life. Princess killed him and ate him instead, but took his books back home with her. After a long time squinting at the squiggles on the pages, something clicked in her mind and she was able to understand it. Princess was now a wizard!
The ogress used her newfound powers to aid her clan, until the fateful day when an organized group of adventurers arrived and butchered her family. Princess survived by turning herself invisible and waiting until the adventurers departed. Swearing vengeance, she set off after them!
New people, I made a post in the gameplay thread introducing the prisoner's wagon that you are imprisoned inside. You're not gagged, so feel free to start talking, but you are securely bound and you're not able to burst the bonds through strength (you've already tried).
Yeah, we've only just started so you should start at level 1. You and the other newcomers can have the Christmas XP that I awarded to the other PCs, though! So you start out at level 1 and with 3 XP.