DM Mooshybooshy, "the Foolish" |
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Then join Gorlaug's Avengers!
Hi everyone, I'm DM Mooshybooshy, and I run homebrew games. This campaign will be run using Dungeon World rules. If you've never played Dungeon World, I strongly encourage you to check it out. I prefer it over Pathfinder (even though I love PF) because DW is far less crunchy and obsessed with minor details. I want theatrics, I want drama, I want adventure, I don't want to waste time calculating a bunch of obscure modifiers from different sources.
This campaign is centered around a group of kobolds that formerly lived in a dormant volcano called Moontower Mountain. At the center of Moontower Mountain was a slumbering black dragon named Gorlaug the Corruptor. The Mountain, as well as all the miles of swampland around it, were his domain, and your tribe were his happy and loyal subjects under his protection. Until the adventurers came.
Drawn by legends of Gorlaug's wealth, a group of powerful heroes invaded the mountain home completely unprovoked! Slaughtering the kobold tribe by the dozens as they leapt to Gorlaug's defense, the adventurers looted and pillaged as much treasure as they could, slaying the dragon in a climactic battle that destroyed the very mountaintop in a fiery eruption.
This eruption made Krakkatoa look like a fireworks display. It put Mt. St. Helens to shame. Ash and smoke still choke the sky for miles around, and the swamplands surrounding the mountain have been completely desolated.
My current party, consisting of Smoog the Blue-Scale Tinkerer, Thunk the Red-Scale Barbarian, Sees-Death, the Black-Scale Bard, and Hegh, the White-Scaled Dragon Mage, have been traveling together for over a week since the desolation of their home. They have escaped Moontower Mountain's destruction and are seeking their vengeance on the adventurers that killed their Dragon, Gorlaug. The gameplay thread starts here.
Along the way, a dragon, the scion of Thunk's patron dragon, has hatched, and is now being cared for by the party. Her name is Tanard, the End of All Paths, in Dragontongue.
At this point in the campaign, my kobolds have already killed one of the adventurers that killed their dragon - a necromancer. They are hunting another adventurer, a Dwarf barbarian king.
If you'd like to join, you have some options. You could come up with a character concept that the kobolds could encounter along the way, and find a way to join them somehow. You could be a kobold from Moontower Mountain, and we could just pretend you were there the whole time. Or you could play an orc.
The kobolds, you see, recently fought with a group of orc slavers that they encountered along the road leading south to the Barbarian King's domain. They gave the main group of slavers the slip, and found the slavers' camp, where they encountered a lone sentry and subdued him. Using Sees-Death's bardic magic, they coerced the orc into serving them. The orc has no name currently, but could easily be turned from a hireling into a PC.
Rules:
Here's the skinny on how Dungeon World works.
1) The wiki is here. The "Playing the Game" section is very useful to read for beginners.
2) Everything revolves around 2d6. To do anything that requires a roll, you choose which of your stats makes the most sense for what you're trying to do, add that modifier to 2d6, and away you go.
If you roll a 10+, you succeed! You successfully attack and deal your damage, or you avoid an enemy attack, or you trick someone, or you cast a spell - whatever!
If you roll 7-9, partial success. You achieved what you set out to do, mostly, but I as the DM can add a messy complication.
If you roll a 6 or below, you gain an XP, and you fail at what you were trying to do.
Critical successes or failures for rolling double 6s or snake-eyes is also a thing.
3) The DM doesn't roll anything. If I want to do something, I do it, and it's on the players to respond. That being said, it's the DM's role in Dungeon World to be a fan of the players, so it's my job to make the combat and story exciting for you all.
4) There's no kobold racial moves offered for the classes listed in the SRD. Since racial moves are determined by class as well as race, let me know what class you'd like to play and we'll work together to homebrew a racial move that makes sense for kobolds. You can feel free to use kobold lore from Golarian regarding scale color to inform your character in my world.
I also offer alternative classes beyond what are offered in the SRD, though I do recommend giving the base classes a shot if you've never tried the system. They're great. One exception - if you want to play a Cleric, let me know and I'll get you the Priest playbook instead. It's more flexible and fun.
List of Classes:
Arcane Duelist
Barbarian (claimed)
Bard (claimed)
Cleric (see: Priest)
Druid
Fighter
Paladin
Ranger
Thief
Wizard (see: Mage) (claimed)
Alternative Classes
Tinkerer (claimed)
Battlemaster
Skirmisher
Necromancer
Channeler
Slayer
Templar
Shaman
Alchemist