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24 posts (215 including aliases). No reviews. No lists. No wishlists. 7 aliases.



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Human Druid 1 [Tell: Grey rabbit ears] [ HP 16/19 | XP 2/8 | AC 1 | DMG D6 | ] [ STR -1 | DEX +1 | CON +1 | INT 0 | WIS +2 | CHA +0 ]

Thanks for the great game guys and for the kind words Loopy. It was a pleasure!


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Kicker of Liches 10

Laguna, roll a Parley as you feel the Knight measure your words.

-----

Rankev, you're accompanied by Ariendel and Onick. While they're with you they're considered hirelings.

Ariendel the Elven Guard's cost is The Thrill of Victory and his skills are
*Protector 2
*Tracker 1
*Loyalty 1

Onick (as a hireling) has the cost of Good Accomplished, and has the skills of
*Warrior 4
*Priest 4
*Loyalty 2

Remember these, and specify when they're aiding or using their hirelings moves with you.

Rankev, you enter the windmill, the room around you is dark despite the afternoon sun outside, the stones slick, a few old and dusty tools are scattered around.

When you look around the windmill, you notice something - despite the breeze outside, the blades of the windmill aren't turning. When you get inside you feel the air is humid, and there's a damp, sticky residue in places - clogging the gears too. On closer inspection... it looks like wet masses of cobwebs?

You should be on the lookout for spiders.

You hear a wet smacking sound at the very top of the tower, however due to the delapidation of the mill, the wooden stairs are shabby and broken in most places. How could the LifeCleric have ascended them without breaking them?

What do you do.


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Human Druid 1 [Tell: Grey rabbit ears] [ HP 16/19 | XP 2/8 | AC 1 | DMG D6 | ] [ STR -1 | DEX +1 | CON +1 | INT 0 | WIS +2 | CHA +0 ]

The bear takes the brunt of the collapsing bookcases, rather than spending a hold to break through. With massive paws, the bear attempts to smash through them and clamber out of the mess she has found herself in.

After doing so, she runs to the aid of her nearest recognisable companion and roars helpfully in their face!


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Kicker of Liches 10

The sun is shining bright overhead; An otherwise beautiful day if not for the ringing of your head and the cold of the river still clinging to you. You remember flashes of chaos, noise, darkness.

It started with trembling, then the earthquakes. The beautiful yet humble architecture of the Great Library went first, and its ancient knowledge with it. Then the trade quarter, the Temple, the Hall of Elders. A pink light shining from the depths of the earth. In fact, you can see it from here in the form of a colossal crystal hanging in the air above what once was the village.

You probably didn't have much time to react. How did you even end up here, on the banks of one of Chromia's many rivers?

Scattered around you are broken pieces of rubble, wooden planks, a basket here, a few trinkets there.

Your gear is scattered in a heap around you too, it will take a little time to put it all back in order, assess the damage, and set it all to dry.

As the ringing in your ears subsides, you see a few familiar faces scattered around you. A stout dwarf, A blue headed Erze in dark mail, a brightly armoured foreigner, a man in strange robes all sopping wet, another man with the markings of a ferret - assuredly touched by the Valley.

You see a others too, garbed in humble clothes excepting their bold red sashes and bandannas. 6 of them in all, rifling through the scattered belongings and pocketing what they can. From their accents its obvious to you all, but these people aren't from Chromia.

You hear it now, clearly, the shrill cry of a girl in peril from somewhere beyond. The 6 red sashes pay it no attention.

You hear a gagging, retching noise from one. "Hrrk. What in the Eight-Divines is that? "

"That's one of them Stickies - the Ooze people."

"Disgusting."

"Get a move on would ya, anything valuable? Load it up!"

Each of you has what you were wearing (including armour), but the rest of your gear - including your weapons - is being loaded up by three of the rebels into a small wheel barrow on the trail ahead.

What do you do?

--------World Building--------
Onick, what foreign power do the Red Sashed Rebels represent?


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Hi Zoomzilla, no worries, I was a Paizo forum newbie a few months ago.

*****Character Creation on the forums*****

Please post your character bio in this thread. You can feel free to make an 'alias' for yourself and post it there as well. Aliases are how we skin our different characters on the forums.

If you hover over my username on the left of my post, it will tell you what other aliases I have. You can create your own for your character under 'My Account' (top right bar at the top of your browser) then the field marked 'Message Board Aliases' and 'Create New Alias'. Unfortunately you can't upload your own profile picture, you have to use one of the native paizo ones.

Name the alias the same as your character. Feel free to peruse mine, which are all Dungeon World characters. Basically this is where you stick your character sheet, including your stats and DW starting moves. No need to put in things like Hack'n'slash, just your character's moves.

Once recruitment is closed, I will link the discussion thread where we will do some world building, I will ask some introduction questions about your character and the world, and we decide bonds.

Then we start, as DW suggests, in the middle of a tense situation (which I've laid out in the opening post), in a gameplay thread.

Feel free to have a look how these threads play out to get a sense for how to RP and style your character's thoughts and actions.
DM Loopy's Dungeon World campaign gameplay

Typically the GM will wait to hear all of the PCs actions before posting the consequences. Personally, If we are waiting for a player or two, I'm going to make a post regardless, since in DW there is no turn order.

***** Formatting *****

Underneath the post field, you'll see a box saying 'How to format your text [show]'

When you hit that magic button, you'll see everything you need.

For quick reference, you can perform a roll simply through the following style code:
[_dice= What the roll is for] 2d6 + 1d8 + 3 [/_dice]

Without the underscores that becomes the following:

What the roll is for: 2d6 + 1d8 + 3 ⇒ (6, 1) + (1) + 3 = 11

If you have any more questions feel free to ask anyone here :)

(btw, 'dotting' means marking a thread with a blank post. You'll notice when you browse the forums that this thread will have a 'dot' after the title because you've posted in it.)


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An idyllic valley, with verdant forests, deep lakes, forgotten groves, and sloping hills hides an ancient village. In the valley of Chromia, mankind lives in harmony with nature and the spirits of the forest.

At least it did, until it was swallowed whole by the earth itself.

Washed up on the banks of a river, you awaken. In the distance you see the familiar hills now sundered in the Catastrophe. A sinkhole yawns in earth where Chromia once stood, and above it, floating in the sky, a crystal the size of a city bathes the landscape in a pink glow.

The world of Evermore will never be the same.

You’d have time to reflect, if not for the screams of a child ahead and the red sashed rebels you see approaching.

*******************************

Welcome players, to the Chronicles of Chromia, a Dungeon World RPG. I know a lot of you are DW veterans, but If you haven’t played Dungeon World before, it’s simple, engaging, and an absolute riot to play. The rules are available for free online. A quick google search will steer you true.

In classic DW fashion, the world itself will be defined by you, the players. Where we go, what happened to Chromia, and what happens next will be revealed by your actions and input. That is, if you even cared for the damn place at all.

I have 4 -5 open slots for likeminded players to explore and build this world with. The inspiration and direction I’d like you to consider are from classic RPGs like Final Fantasy, The Secret of Mana, and so on.

You don’t need to have any experience in those games to join; in fact, the most important thing will be for you to look at the colour palette of them. That’s my inspiration for this world; one of colour, light, energy, and beauty. Dark deeds, betrayals, world-ending secrets and the like will play out against this rich colour.

I’m not asking you to play some goody-two-shoes animoo character. I’m just tired of bleak and desolate settings. Let’s play in one that’s overflowing.

I’m open to some third party playbooks, but I prefer the core classes (yes, that includes the Druid and the *gasp* Immolator). If there’s something you’ve got a real hankering to play, like a spell-sword, then let’s hash it out together with some tasteful multiclassing rather than just playing the Arcane Duelist class.

I’m easily swayed on new races. I love diverse groups.

Updates will be 3-4 times per week on my part. You know how these things go.

So tell me, your name, race, a short bio if you feel like it, and as a RP prompt, tell me what your character was doing in Chromia on the day before the Catastrophe. Feel free to roleplay it out with each other as well.

I’ll make a decision in about a fortnight.


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Human Druid 1 [Tell: Grey rabbit ears] [ HP 16/19 | XP 2/8 | AC 1 | DMG D6 | ] [ STR -1 | DEX +1 | CON +1 | INT 0 | WIS +2 | CHA +0 ]

Confused for a moment at Bikke's drawl, Terestria's eyes light up a few seconds later in understanding"Bikke, you're right! I don't have any lettuce but a crow would be perfect!"

Terestria's green glow spreads out into a pair of sable wings, as she shapeshifts into a crow. Just an average crow.

Shapeshift into a crow: 2d6 + 2 ⇒ (2, 4) + 2 = 8

"Cawww!" The beady eyed, rabbit eared bird squawks at Bikke, clearly waiting for the next step in his plan.

Uh oh:
Looks like I rolled a 6- on that Discern Realities, Bikke! :)


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Human Druid 1 [Tell: Grey rabbit ears] [ HP 16/19 | XP 2/8 | AC 1 | DMG D6 | ] [ STR -1 | DEX +1 | CON +1 | INT 0 | WIS +2 | CHA +0 ]

That sounds perfect. The move says the GM will give me one or more moves. As the GM, you could give me three different moves - and since I only have 2 hold, I'd have to make some important decisions regarding when I choose how to spend that hold. That's one way I've found of giving the druid meaningful challenges as a GM.

Basically I'm planning to nimbly fly up there, grab hold of the stone face and start pecking like crazy. In future, how about I make it clear what I'm trying to do with the form, and how I plan to do that. That way you have a better idea.

That being said, don't be afraid to do what the fiction demands with the form. Rather than just give me exactly what I want.


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Human Druid 1 [Tell: Grey rabbit ears] [ HP 16/19 | XP 2/8 | AC 1 | DMG D6 | ] [ STR -1 | DEX +1 | CON +1 | INT 0 | WIS +2 | CHA +0 ]

If I can offer any GMing advice in dungeon World, it's this...

Draw Maps, leave blanks.

You don't need a perfect web if GM intrigue to run a game. In fact, the game will fight you for over planning.

If you're worried about remembering the details of the game world, don't worry; players are the first to speak up and say "hey this person wasn't an ogre, he was an orc!".

The sessions that me and my RL players have enjoyed most are we I haven't prepared endlessly. My last session o prepped maybe for 30m, and it was an absolute riot. On the flip side, the first dungeon I through at them was a wreck! Why? Because I planned rooms, traps, and monsters, and the barbarian said"I'm not going in, I'm just going to burn it down"

We went on to have a hilarious session.

Tools that help me most? A random name list and a bit of bio behind each NPC that the players spend time on.


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Human Druid 1 [Tell: Grey rabbit ears] [ HP 16/19 | XP 2/8 | AC 1 | DMG D6 | ] [ STR -1 | DEX +1 | CON +1 | INT 0 | WIS +2 | CHA +0 ]

(Bonus Bikke + Fizz pic)


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Human Druid 1 [Tell: Grey rabbit ears] [ HP 16/19 | XP 2/8 | AC 1 | DMG D6 | ] [ STR -1 | DEX +1 | CON +1 | INT 0 | WIS +2 | CHA +0 ]

This is my view on what our city is looking like so far. Temple of wisdom and the Church of the Eternal Flame are snuck in there. Along with the Smith's quarter too.


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Human Druid 1 [Tell: Grey rabbit ears] [ HP 16/19 | XP 2/8 | AC 1 | DMG D6 | ] [ STR -1 | DEX +1 | CON +1 | INT 0 | WIS +2 | CHA +0 ]
The Winter Herald wrote:

Our target is the fifth of seven couriers in the procession of spring. He carries the Tongue-Stone key, made of a metal more durable than steel. There are two ancient temples that house immesurable wisdom and infinite power, respectively. It is said that if either temple is left untended for a generation, the Winter will return, and all life will suffer. Unfortunately, there is only one key to set back both clocks.

"Nonna, are you sure this courier is who we're after?"" Terestria says, not even pretending to drink her ale anymore. "I was told they'd be, dark, powerful, and ....well, rich!

Terestria starts to suspect that she doesn't have the full picture of this job. But the silver signet ring adorning the Herald's hand means that there could be no mistake that they're on the same mission.

"We couldn't be trying to stop him from completing the ritual could we? You and I both know what that would mean!"

DM Loopy wrote:
Terestria:It's a lot easier to scope out an area when you can turn into a bird, even if the ears can mess with how aerodynamic you are. What kind of place has the target secreted themselves away in, and what preparations have you made to get everyone in there?

"Either way, I've scouted ahead." She says "And it's bad news."

Unrolling a crude map of the city's districts, she draws attention not to the city, but to a region drawn separately. Not out of the city, but above it.

"The Skyruin.” High above the city, suspended through some bizarre magic lies the ruin of the ancient Mage Quarter. Ripped from the earth, by either rampant magic or the Gods themselves. Held above as a warning to those who go too far in their explorations of the unknowable.

“The Rookery. Eld Arlea. However you want to call it. Maybe he’s planning on holeing up there to prevent the ritual? How he got up there I’ve no clue in the slightest... As for how we will?” Terestria chuckles to herself “There’s an Air Elemental that owes me a favour.”


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The Winter Herald wrote:

"Pay?" The crone harrumphs and looks just past Terestria's shoulder, as if there were someone standing just behind her. She chews her gums for a bit, then smiles sweetly. "Yes, dearie, and such a timely payout for you. I'd wait on making any plans for large purchases, though. Regret is a harsh mistress as well. You may call me Shvibzik, babka, or nonna, if you prefer." She doesn't pause to give the girl in the riding hood a chance to respond. "All of this Mother this and Mother that, it may give the others the wrong ideas." She motions with her mug to the patrons who are not here for the job, all of which are giving the drinking myth a wide birth.

What large eyes you have, springling... do they mark you as a witness, or have they grown from some other need?

"I've heard they call you many other names than those, Nonna." Terestria says, leaning in "Coldmother, Winter's Crone, I think I even overheard someone at the bar call you Ravin' Maven. I'm Terestria. Tria if you'd like."

Terestria takes another swig of her ale, she enjoyed the taste but her druidic powers meant she took no sustenance from it. Still, she found that people opened up a lot more when everyone had a drink in hand.

"Don't worry about my future Nonna, I've had people do that for me my whole life. Besides, the job is so straightforward - what could possibly go wrong?" She says, her ears pricking out at something bellowing over the din.

"Is that a Gorilla?"