Revenant

Breaker Amarant's page

40 posts. Alias of Infernal Zero.




You know, things were going well up to this point. You met in the night in a secluded location, and Terestria's air elemental showed up right on cue. The ride up was a bit rough, Gromroir was found that the Myrmidon Armour wasn't really well suited to taking to the air currently, but the group was making progress. You land by the southern watchtower, and the air elemental sees itself off for the time being.

That's about as smoothly as it goes. For some reason, what golems you can see are rushing into the ruins, seemingly frenzied. The sound of gears whirring and crunching fills the air. And then, a faint red glow emerges from the darkness in the distance. Lumbering toward you is a great mass of solid stone, crossbows for hands and a glowing red “eye” at the centre of its head. This thing wasn’t among the other golems milling about. And it’s about at least twice the size of any of you.

On one side, you have the crumbling ruin walls and the watchtower. On the other, the very edge of the Skyruin - and a long fall. The golem is raising its hands, ready to fire as it slowly closes in.

What do you do?


Hey everyone, glad you chose to join me. It makes me happy.

Everyone go ahead and talk amongst yourselves, start suggesting bonds, maybe suggest a better name for the campaign, etc. We can start questions once we're all here.

Welcome to you all!


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Greetings, everyone. I'm DM Loopy, and after a while playing them, I intend to run a campaign using the Dungeon World ruleset myself. For the awareness of all, this is going to be my first time seriously trying to run a game, and I would appreciate it if you would be patient as I learn how to do this well. Similarly, occasional little aids would be helpful when you feel I need them. I'm making this clear so that you know what to expect.

How Dungeon World is meant to work, in short:

Dungeon World is a story-driven ruleset for sword and sorcery RPGs. The system is based around 2d6 dice.

When you want to take an action, you roll 2d6 + the modifier of your relevant stat. If you roll a 6 or below, you gain an XP point (XP is tracked individually, 7+your level to level up) and fail the roll. If you get a 7-9 result, you succeed at what you're trying to do, but there's an unforeseen complication. Maybe your armour gets damaged, you get injured while trading blows in combat, or you get thrown into a disadvantageous position by a cave troll. If you roll a 10 or above, you succeed! It's basically that simple.

The game works in a very free-flow manner. If you want to attempt something, attempt it; I as the DM will tell you if it needs a roll to determine success.

If you're not familiar with the system and want a closer look, the SRD can be found here, and there's a guide here intended to help people new to the system.

Only one of any class. All of the base classes except the immolator are permitted - players looking at the Wizard or Cleric are encouraged to consider the Mage or the Priest respectively instead. Grim World and Inverse World classes are also available for selection. If you want to play another class, make sure I can look it over, and make your case. If it appears broken, then you will not be able to play it, but otherwise you're trying to show that this is going to be interesting - for you and everyone else.

The campaign is going to be homebrewed. Part of Dungeon World is that players contribute as much to the world as the DM, and so I'm going to showcase that.

Setup:

All of you have been hired for one reason - somebody wants someone else dead, and you've been chosen to see to it. Whether it be reward, blackmail, or some personal motivation, it's been seen to by your employer that you will do the job as you were told to, like it or not. They are powerful, and they will not be crossed.

As you arrive where your target is supposed to be, something is strange. Magic lingers in the air, and a heavy silence blankets the area. As you're trying to figure out what's happening, a great din kicks up nearby, and as you look to see what it is a fearsome sight greets your eyes, closing in on your location. Whatever it is, they're intent on death, and you're the ones in the crosshairs.

The rest will be up to the players to decide. I'll ask questions, and we'll work together to build things up until we have something we're satisfied with. About your job, about your character, about where this task led you and why you even care.

I'm looking at taking 4-6 players, but will consider up to 8. I'm not allowing out and out PvP, at not until a while later, but that doesn't mean everyone has to be friendly with each other. You have to be on good enough terms not to kill each other, but after that it's up to you to decide how well you get on and why.

I'll answer any questions as best I can, but otherwise, let's get this started.