Jakaw Razorbeak

"Quill" Leewing's page

5 posts. Alias of Donovan Twist.




Discussion thread open!


Gameplay thread!


Greetings. My name is Hillebrand. I am recruiting players for a Dungeon World campaign I hope to begin soon. My player limit is 4 and players will start at level 1. The only starting gear you will have when the game begins is your armor and weapons, including spellbooks, depending on your class - things that would have been buried with you when you were put in the ground. No potions, equipment, food etc.

Dungeon World rules:

The rules for Dungeon World are very simple. All dice checks are decided by rolling 2d6 and adding the stat modifier for the stat most relevant to the check. Strength for attacking with your fists, Int for knowledge checks, and so on. A result of 6 or less is a failed roll; mark 1 XP on your character sheet and I, the DM, will tell you what went wrong with what you were trying to do. A result of 7-9 is a partial success; you accomplish what your roll was trying to do, but something bad also happens. A 10+ is a full success.

More details, including character classes, can be found at www.dungeonworldsrd.com. It's a free online wiki-resource. Very helpful. There are also other character classes for Dungeon World that have been made up by players that I will allow, if you can provide me with the online character sheet. Most of them can be found with a simple Google search if you want to play a class that isn't listed on the base wiki.

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THE STORY:

The last thing your characters will be able to remember is the fading memory of your death - all players will describe their final moments to the group as part of their character introductions. No matter when, where, or how you died, however, you were buried in Oronod Cemetery, a gray and quiet hilltop overlooking the coastal town of Oronod. Oronod is a "crossroads town" and a minor city-state in its own right - it has a large and active sea-port due to a natural bay on its east side, and well-maintained roads leading north, east and south can be found in that town. It attracts traders and adventurers from all over, even if many of them are just passing through. Maybe Oronod was your home town and your body was returned there to be buried after your death, or perhaps you were simply passing through and met your end in one of the crypts, towers, or dungeons that dot the landscape nearby. Regardless, your "eternal sleep" did not last long uninterrupted.

A young necromancer - an adventurer, like you, whose ambition outstripped his mastery - violated your graves, dug you up, and attempted to revive you all to serve as the first soldiers of a budding zombie army. However, the art of necromancy requires immense force of will to maintain the necessary concentration. The young necromancer lacked the will to keep his focus sharp enough to finish the spell that locked your unliving essence to his command.

At the start of the campaign, you have almost no memories except of your last moments, and of what just happened. What just happened was that you and the other players broke free of the young necromancer's control and overran his spell defenses, and you just finished eating him, as a group. In the middle of devouring him, your mind clears and you realize what is happening as the hunger frenzy fades, and your free will reasserts itself.

What happens next is up to you...

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This campaign will be a little different than other campaigns in that every player begins the campaign dead. Specifically, you are a recently revived Revenant, or animated corpse. To reflect this, there are a few changes that will be made to your characters during character creation.

Replace the racial move on your character sheet with the following:

Revenant: You do not feel discomfort or fatigue - you do not need food or sleep and you have low-light vision, which manifests as a faint ruddy glow about the eyes. However, you are weakened (-1 STR), confused (-1 INT) and nauseated (-1 CON) by direct sunlight. Also, you feel a constant, nagging hunger for the brains of the living. Sometimes, the hunger can be almost overpowering. Once per session, if you have consumed all or part of a living creature's brain, mark an XP.

You also won't be able to heal using the same methods that living adventurers do. Bandages, healing potions and divine spells don't work great on Revenants. Instead, the dark necromancy that sustains your cursed existence causes you to recover half of your current XP automatically every hour, up to your maximum. If you are reduced to 0 HP, you cannot take any actions, but you remain aware of what is going on around you forever.