??? ??? GM 666+13i | The Gaol
Gorn easily slices one of the aberrations, but a second one takes the opportunity to close in and tear a chunk off of the giant's leg. Squealing horribly the little monster hungrily gobbles the flesh and bares its razor-sharp teeth for another chomp. Gorn, take 1d6 damage, piercing 3. The devouring maws have:
??? ??? GM 666+13i | The Gaol
As Yizid fiddles with the gate, the chewing sounds grow louder and louder. The stones on the floor begin to vibrate softly when suddenly the floor cracks open and dozens of little horrors pour out. About the size of a cat, the bizarre egg-shaped creatures stumble about on a pair of stubby legs, with their entire 'face' taken up by a massive mouth filled with rows of teeth. The little gnashing things begin streaming towards you all, what do you do?
??? ??? GM 666+13i | The Gaol
Terribly sorry everyone, there was a death in my girlfriend's family and I was out of town. Galdhar's timely arrival bolsters everyone's spirits, and the madmen are easily cut down. The gate the prisoners were watching is heavily barred, and a thick chain is wrapped around the lock. Beyond the gate you see a staircase that descends further into the gaol. Strange sounds are echoing up from the level below, almost like dozens of mouths chewing away. What do you do?
??? ??? GM 666+13i | The Gaol
You could have one of the guards jump in to help for a +1 to your roll, Ramonde. The guard would take the hit though.
??? ??? GM 666+13i | The Gaol
Yizid, The madman lashes out with his dying breath and strikes Aegelm! The guard is knocked across the corridor and slumps to the floor for a moment. Aegelm takes 1d6+2 damage. Remember he has 2 Armor. Gorn, Vandram's well-timed intervention saves you from the blow as you skewer the crazed man. Another foe steps to you as the remaining ambusher rushes Ramonde! Ramonde, One of the prisoners has charged you with her jaws slavering! What do you do?
??? ??? GM 666+13i | The Gaol
Sorry everyone, got really slammed Monday. ZenFox, I would even be fine with you showing up during the fight. Call it divine inspiration.
??? ??? GM 666+13i | The Gaol
Gorn, are you not taking the guards' assistance? I don't mind either way, but if you do you'll get a +1 to your roll. The madmen snarl and one clubs Gorn over the head. His madness-fueled strength is easily equal to the massive fighter's, and Gorn nearly falls to the floor under the force of the blow. Take 1d6+2 damage and you're in danger of being knocked down. Yizid dextrously stabs the foe before him, and Aegelm moves to flank with the thief. The madman shrieks and pulls back to get room for another swing. What do you do?
??? ??? GM 666+13i | The Gaol
Looks good ZenFox. I'll let you jump into the gameplay thread when you feel it fits. I'm going to be busy over the weekend, so I'm getting a gameplay post made and then I'll be back on Monday.
??? ??? GM 666+13i | The Gaol
You likely start with no coins, which is why you're risking your life adventuring instead of getting a real job. Are you asking what your social status is among cities and whatnot? If so, I'll execute the standard DW judo and ask if you are commoners.
??? ??? GM 666+13i | The Gaol
I hate Vancian magic as well, especially in DW. I love the priest. I will say that I've always read the Invocation move as asking the GM to come up with the effect. You pick if it's meant to bolster, rebuke, control, or whatever the fourth choice is, I can't remeber off the top of my head, and then something happens to make that come to pass.
??? ??? GM 666+13i | The Gaol
Welcome! I don't think there's anything that is desperately needed, maybe a priest or mage to help with magicy stuff.
??? ??? GM 666+13i | The Gaol
Yeah, if they want your followers will jump in. Gorn and Yizid leap into battle along with Vandram and expertly avoid their foes' counterattacks. The two remaining madmen rush Tublat and Ropetail, shouting hoarse battlecries. What do you do? Prisoner fighting Gorn, 6 HP
??? ??? GM 666+13i | The Gaol
Just as Ropetail said, four of the mutilated prisoners are keeping watch by a barred gate. One of them spots Gorn approaching and shouts the alarm, "I told you something was there! Look at all the flesh on that one!" They ready their battered clubs and bare their teeth, while Aegelm and the other guards draw their own weapons and look to you for the signal to charge. What do you do? Remember that you can have the guards assist you in Hack and Slash for a +1 bonus to your roll and rolling your normal damage die and a d6 and picking the better of the two to use. However they may get injured if you do, and someone will need to order them to help since it's dangerous. Only one of you needs to order them though, they'll all help once asked. Aegelm and the others' stats:
HP 6
Armor 2 Damage 1d6 Loyalty +1
Order Follower: When you order or expect a follower to do something dangerous, degrading, or contrary to their instinct, roll+Loyalty. On a 10+, they do it, now. On a 7-9, they do it, but the GM chooses one:
• Decrease the followers Loyalty by 1. • They complain loudly, now or later, and demand something in return. • Caution, fear, or laziness makes them take their time.
??? ??? GM 666+13i | The Gaol
So as it stands right now, there are four people at the end of the corridor, possibly hostile, probably insane according to Tublat. Your options for moving on are down the corridor where the people are, or back up the pit to the cell blocks. Aegelm and his buddies are hanging around, waiting to for you to take the lead. According to them there is something at in the lower levels that is causing this mess. Also the map is updated.
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What does everyone think? Do you want to have a sixth player, or is five sufficient?
??? ??? GM 666+13i | The Gaol
Tublat, you aren't certain they're hostile, but you do sense the same sort of madness that has been affecting many of the prisoners.
??? ??? GM 666+13i | The Gaol
Just as Gorn finishes up his chicken leg and heads off, Ropetail comes scurrying down the hallway. A couple garbled voices can be heard down the hallway. "Maybe it was sone of the mouths? I definitely heard something over there by the gate." What do you do?
??? ??? GM 666+13i | The Gaol
Sure, you really committed to the weirdness. You also feel fine now that Ramonde has dispelled the madness that was creeping in.
??? ??? GM 666+13i | The Gaol
It does look like Takesh is gone, so anyone who had a bond with her can rewrite it and get 1 XP.
??? ??? GM 666+13i | The Gaol
Sorry everyone, had a dentist appointment yesterday amd was pretty out of it. Ramonde, your first attempt to clear Gorn's mind doesn't seem to have done anything, and getting his attention is pretty difficult as he chews away. Maybe some food would get him to focus? Give Gorn one of your rations to eat and the second attempt will work. Ropetail, you scurry down the corridor stealthily and come upon four of the mutilated madmen watching a barred gate. One of them gets up and starts pacing back and forth down the hallway, unaware of your presence. Problem is getting back to the others now. You could easily run her through, but then the other three would be right on top of you. Or you could toss a rock towards the gate to distract her, but then they'd be a bit more alert when you come back. You can deal your damage to the crazed prisoner and alert the other three, or cause a distraction to get back to the group, your choice. No other rolls needed yet.
??? ??? GM 666+13i | The Gaol
Gorn, You easily hold the cords still as Yizid takes them down, but your gut stirs again as you hold one of the bones in your hand. Marrow, delicious marrow… Ramonde, It does seem like Gorn is acting strangely. Aegelm mentioned the madmen behaving similarly before they went insane. Perhaps something is affecting his mind? Ropetail, You can scout ahead if you want, be careful whatever it is doesn't see or hear you.
??? ??? GM 666+13i | The Gaol
I was referring to the net that got Ramonde earlier, this one you caught in time :)
??? ??? GM 666+13i | The Gaol
Oh no, you spotted the chimes with your Trap Expert move. No one has tripped them yet. If you've ever played Skyrim, the chimes are basically the strings hanging in some of the caves that rattle when you bump them. Disabling them is simple, just hold them still while you carefully cut them down. You still get a chance to sneak up on the possible enemies ahead.
??? ??? GM 666+13i | The Gaol
I've also added the Gaol map to my profile, and it will be updated as you progress. It's really just there to show what rooms lead where and give a general layout.
??? ??? GM 666+13i | The Gaol
Huh? <reads previous posts> Oh crap, I did completely forget! And after telling you that you got the other two questions even! Yizid, There aren't any traps set in the pit or cell, but just down the hallway there are a bunch of bone chimes hanging from the ceiling. A simple device, but it would alert anyone nearby once someone walked by. You do find a couple torches that look like they were knocked from the wall when the door was ripped off, and a small cabinet mounted just outside the cell. Inside are two vials of bloodweed extract, and some broken vials. Probably used by the guards to help subdue unruly prisoners. Bloodweed extract is a touch poison that can be used on a weapon. The poisoned creature deals -1d4 damage until cured. It really is an unfortunate coincidence that the one time you didn't ask about a trap there was one. And to clarify, the small tracks Tublat spotted are in the cell block above the pit, back on the ground floor.
??? ??? GM 666+13i | The Gaol
The pit isn't very deep, just a ten or fifteen foot drop to the next floor. Those who follow Gorn and Ropetail find a rather small cell, apparently used as a solitary oubliette for confining the most troublesome inmates. The heavy iron door that is the only exit has been dented and knocked off its hinges. Some of the dents resemble massive human fists, others more like a hammer swung with incredible strength. In the dim light from the floor above, you can see some writing smeared on one of the walls in blood. Judging by the color, it's been maybe a day since it was scrawled. 'So hungry, the mouths are coming. Gnashing teeths, cutting through flesh and metal, stone and earth.' Other than that, the cell is unoccupied. The sole corridor leads into the darkness… Tublat, You know that the only way out of the oubliette is past a portcullis that has a heavy bar in case of escapes. That would be a good place for an ambush. Here in the cell block, you spot some odd tracks, almost like large rats but somehow unnatural heading off towards the guard chambers. Whatever made them seem to have chewed into the stone walls themselves. Gorn mentioned a Lord Borak as being behind this, but your visions and experiences here argue against that. You feel that whatever caused this came from below the prison, not from without. What do you do? Sorry for the delay all. There aren't many light sources down here, but if you can see in the dark you can easily get by. Or get a torch. If you need both hands, your followers will act as torchbearers.
??? ??? GM 666+13i | The Gaol
Yizid, There aren't any traps set around the pit, and other than the drop and darkness it's relatively safe. Aegelm follows Ropetail and Yizid to the pit's edge, then jumps noticeably when Tublat comes through the doorway. "By the Grave of Vano, you escaped!" The guard cautiously approaches and holds his hand out like someone trying to calm an unfriendly dog. "I thought Jame had shackled you in the pit after you caused that last riot. All of the lower levels were ravaged first, and we didn't see any sign of you on our way here." He shuffles nervously, and offers you some of the jerky that Memeni brought over. "No hard feelings, I hope?" Tublat, Your piercing thoughts detect caution, attentiveness, wariness. Images of the meerkats that keep watch near their burrows in the grasslands near your home are visible below you, not directly beneath the pit, but just past it. Possibly a room or two past that. Roll+Wis for the Stay Alert move. Gorn, Your stomach calms and your mind clears, but all of the food Heskor offered you has vanished! The guards back away slightly at this display of voraciousness. "Are you feeling alright? Some of the others acted similarly just before…" Heskor's voice trails off and he turns back to the pit quickly.
??? ??? GM 666+13i | The Gaol
It also occurs to me that Tublat could probably be the main scout, if that's something he is OK with. Since he can get visions and stuff, and has excellent Wisdom, he is very good at warning of danger. Better than Yizid, at least ;)
??? ??? GM 666+13i | The Gaol
And something that just came to me Tublat, you would be really helpful with Yizid's holy man ruse. Move some stuff around, read minds and tell Yizid their secrets. The party doesn't really have anyone that can fill that role easily. Ropetail and Takesh's magic are more blasty, and Arcane Art isn't all that subtle.
??? ??? GM 666+13i | The Gaol
Hey Tublat, thanks for expressing your concerns. I sent you a PM on this subject, and I'm also going to get more of the NPCs reacting to you since you are the prison boss gorilla. I don't think your bonds were posted, if you have them can you post them here again? I'm PMing Takesh to see, if she doesn't we can go from there.
??? ??? GM 666+13i | The Gaol
+Cha. I'll be nice and use your first roll though ;) You choose an effect and an ally, then roll+Cha. 10+, it happens. 7-9, it happens but something else happens. Yizid, Ramonde's aid lets you pick three questions instead of two.
??? ??? GM 666+13i | The Gaol
Vandram looks at Ramonde and sneers a bit. "I had hoped these madmen had torn your guts from you. Keep your wits about you, fool. Either I will have the pleasure of watching you die, or you will have lived and shown a bit of character." He sighs and looks at Yizid. "The priest does seem to vouch for you. So out of respect for him, we can work together on this. If you do prove helpful, perhaps our report to Kas will list you among the casualties." Nah, just asking nicely isn't generally a move. You asked and look to me to see what happens, so time for a GM move. In this case, offer an opportunity with a cost :)
??? ??? GM 666+13i | The Gaol
The cell block is a large, open room with small cells packed along the walls. Sure enough, a large pit is situated near one corner, leading down into the darkness. Heskor and Memeni head over to one of the cells and pry a loose stone from the floor while Aegelm points to the different doors. "That way leads to the guard's chambers, and over there is another cell block. That door is a storeroom, and we're pretty sure that the floor collapsed over the oubliette. The door down there is fairly solid, but on our way up the stairs it looked like it had been opened, so it should be passable." Heskor and Memeni return with a sack of hardtack and some dried meat and hand it to Gorn. Yizid, You don't see any other traps set up, and while you're scanning the room you see a number of small holes that seem to be chewed into the stone.
??? ??? GM 666+13i | The Gaol
"Just past here is a cell block, and there's another one on this level as well. There's also a big pit that opened up in the floor in the cell block ahead, that could be used to get into the lower levels instead of using the stairs." Aegelm looks back at the other guards and whispers. "Down there something was found. Something that isn't human, or elf, or dwarf. I do believe that is the source of these madmen." Aegelm's description of the Gaol.
??? ??? GM 666+13i | The Gaol
"What meat or ale ever was here was devoured quickly, sad to say. We have hidden a cache in the cells just past here, though. Once we are certain the cells are safe, we can fetch some food." Aegelm either doesn't notice your packs or doesn't care. He probably has other things on his mind, honestly. Gorn, rather than Parley for food, I think that fits better with Aegelm and the survivors' "Scrounge supplies" move. Since asking them for food or supplies is definitely within their tags or moves, Do Their Thing triggers. So using your roll of 7 plus their Quality of 1, they'll find you something in a bit. Similarly, If you wants some traps set up or a different path found, just tell them to Do Their Thing.
??? ??? GM 666+13i | The Gaol
Aegelm and his companions have congregated by the door opposite the entrance, and are waiting for you to lead the way. What do you do? Ramonde and Tublat, do you recognise any of the surviving guards? If so, what were your interactions like?
??? ??? GM 666+13i | The Gaol
You found some minions! Now go boss them around, brave heroes! Order Follower:
When you order or expect a follower to do something dangerous, degrading, or contrary to their instinct, roll+Loyalty. On a 10+, they do it, now. On a 7-9, they do it, but the GM chooses one:
• Decrease the followers Loyalty by 1. • They complain loudly, now or later, and demand something in return. • Caution, fear, or laziness makes them take their time. Do Their Thing:
When a follower does something chancey within the scope of their tags or moves, Roll+Quality. On a 10+, they do it as well as could be expected. On a 7-9, they do it, but there's a cost, consequence, or limitation.
When a follower does something on their own or outside the scope of their tags or moves, the GM will tell you what happens. Call For Assistance:
When a follower helps you with a move that calls for a roll, take +1 but they are exposed to any negative consequences.
When a follower helps you Hack and Slash or Volley, roll their damage die and yours and use the higher die. When a follower helps you Defend, you can spend 1 hold to redirect an attack to them. Pay Up:
When you meet a follower's Cost, increase their Loyalty by 1, max +3. This move cannot be triggered until you and the follower Make Camp. Watch Them Go:
When a follower has -3 Loyalty, they betray or abandon you at the next opportunity. Followers can also Make Camp and Recover. If you want them to use one of their special moves, like set traps, that falls under Do Their Thing.
??? ??? GM 666+13i | The Gaol
Yizid, The man relaxes slightly and gestures to the others. They drop down from the rafters and lower their weapons. "My name is Aegelm, and it is good to see some who are not affected by the madness here. We were some of the guards and prisoners, down in the lower levels. After the horrors began we had to hunker down to survive, but the madmen picked off any they could find. We had finally found enough supplies to try for Mandu and get help, but now you're here and we can end this. Something happened below, and I fear it may spread beyond this fortress." Aegelm shudders and and looks to his companions. "It is good Kas sent a holy man, the gods will surely be needed below. Lead on, and we will see this through." Gorn, Something seems wrong in here, the hallways are slick with saliva, and a great hunger is brewing in your gut. Give me meat, give me blood. Sinew, bone, offal, feed, devour! You are now confused (-1 Wis). If you eat something right now, you can ignore the debility for a bit. Ropetail, These guards, though calmed by Yizid's words, still seem a touch jumpy and paranoid. Better keep an eye on them. There is the rope that was part of the net trap, it's thin but you're small. Yizid is definitely in control right now, as long as his holy man ruse isn't exposed... The guards have agreed to help you guys out and determine what happened here. Check the spoiler below for their stats and check in the Discussion tab for the moves relating to them. A Group of Survivors: Survival-wise, Cautious, Cunning, Group, Guide (The Gaol), Stealthy
HP 6/6 Scavenged armor and dented shields, 2 Armor Found weaponry, close 1d6 damage Quality +1 Loyalty +1 Instinct: to survive at any cost Cost: Revenge Load 1/2 Gear: Found weapon (close, 1 weight) Moves • Set traps • Find alternate path • Scrounge supplies Survival-wise: Aegelm and the others are hardened survivors now, and can roll+Quality to Spout Lore about survival techniques.
??? ??? GM 666+13i | The Gaol
"A holy man? Really? Did Kas send you?" The man keeps his place on the rafters and keeps his club at the ready.
??? ??? GM 666+13i | The Gaol
Yizid, One of the people in the rafters speaks. "Who are you? And why shouldn't we finish you off now?" Ropetail, You nimbly avoid the stones and slip through the net with no difficulty. Ramonde, Unfortunately, the stones strike you as the net comes down around you. Take 1d8 damage. Gorn, You tough out the couching fit induced by the spores and easily burst the net holding Ramonde. Tublat, The images of scurrying monkeys pull your eyes upward, and you spy the men hiding in the rafters that Yizid spotted. You sense fear, paranoia, worry. They don't have the same emotions swirling around them as the lunatics outside. What do you do? Apologies for the delay, had a very busy Thursday and Friday.
??? ??? GM 666+13i | The Gaol
Ropetail and Ramonde, You start investigating the satchels, but once you pick one up an unnoticed cord yanks it from your hands. You hear a scraping sound coming from the rafters and look up in time to see a number of stones pulled from the walls falling from a net concealed in the ceiling! What do you do? Gorn, It looks like someone left those bags out on purpose, but as you're lost in reverie you bump one of the green fungus clusters on the wall. It bursts into a cloud of spores, leaving you coughing and wheezing. What do you do? Yizid, You hear slight breathing noises from above. Stealing a furtive glance upwards, you spot some figures crouched up on the rafters. They seem different from the madmen outside, for one they aren't frothing lunatics. From what you can see they're dressed in filthy, tattered clothes with some scavenged bits of armor covering vulnerable areas. What do you do?
??? ??? GM 666+13i | The Gaol
Tublat wrote:
Doh! What the gorilla said.
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