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Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

I'm loving this story.

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Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
1. The "you kill your horse through exhaustion" mount move is a bit specific (and sets a campaign world where horses are routinely ridden to death.) Perhaps "your mount must recover, and can't be ridden for days?")

2. The adventures of Finnegan and Anagram are hilarious. They could go in the Best/Worst game experiences thread if you'd like, but they're utterly dungeon-worldly. I'm jealous, what a dungeon! They really got into trouble, and it snowballed terrifically.

Tollymain
Jul 9, 2010

by Jeffrey of YOSPOS
Here's the current form of the CC I decided to work on today:



The Fading

When you begin to fade from existence, you may take the following two moves and one of the others below those together when you next level up:

Falling Into Oblivion

When you find yourself fading into oblivion, roll +Fade. You may spend relationships to people or valued possessions 1-for-1 to lower your result. On a 10+, you will disappear forever. On a 7-9, you survive, but the ordeal leaves you in bad condition. Take a debility and half of your health as damage.

Do Not Go Gentle

When you stave off the void through the use of restorative magics or through creating and building relationships with others, roll with no modifier. On a 10+, remove 2-Fade. On a 7-9, remove 1-Fade. On a 6-, you’re no better for the attempt.

Afterwards, you may take the rest of the following moves one at a time when you level up:

Like I Was Never There

When you fade from awareness, roll +Fade. On a hit, you are functionally invisible for a time. You can pick up objects, open doors, etc without notice. The absence or change of anything you pick up or manipulate will go similarly unremarked, at least until the effect ends. On a 10+, everything works out and you’re fine. You can take 1-Fade if you wish, but you don’t have to; and you’ll only ‘reappear’ when and where you want to. On a 7-9, there are a couple consequences. Choose 2:

You’re sliding closer to oblivion. Take 1-Fade and 1 damage.

People are forgetting about you. Somebody important to you won’t recognize you the next time you meet.

You come ‘back’ in a bad place or at a bad time.


Nothing Can Get Through That

When you walk through any walls or defenses that stand in your way, roll +Fade. On a 10+, you get exactly where you want, nothing can stop you. On a 7-9, choose 1:

You’re sliding closer to the void. Take 1-Fade.

You come ‘back’ earlier than expected or hoped.

Ouch! Should have been more careful about where you came ‘back’. Take 1d6 damage, and you leave traces of yourself in the surroundings.


Void Aegis

When blows meant for you hit nothing instead, roll +Fade. On a 10+ you completely avoid any harm of any sort; take 1-Fade. On a 7-9, you take half of the harm you attempted to avoid, from either the void or the original source of damage; as well as 1-Fade.

Rulebook Heavily
Sep 18, 2010

by FactsAreUseless

Golden Bee posted:

1. The "you kill your horse through exhaustion" mount move is a bit specific (and sets a campaign world where horses are routinely ridden to death.) Perhaps "your mount must recover, and can't be ridden for days?")

This happens even today in real life, if not routinely. Hell, it happened a month ago in my municipality because the dude was riding drunk and didn't notice the horse's lather until it fell down dead and broke his leg.

But mostly the move is there to enable stuff like the last desperate ride in True Grit, or the delivery of a vitally important message, and the cost is absolutely meant to be significant. Particularly if you get a variant of a horse that has a Mount of +2 or better. This isn't about riding a horse hard and then switching at the next messenger station as a routine message thing that just occurs in the world, this is about riding a horse to death because there is no time and no recourse and there are dangers which are too happy to make your corpse-to-be sprout arrows and death is on the line. If someone chooses to use this move routinely, it will speak to their character more than the world they inhabit. And I'm not sure why the move would suggest a world where it's done routinely, moves aren't physics?

Also that story owns, Anagram is doing it 100% right.

PublicOpinion
Oct 21, 2010

Her style is new but the face is the same as it was so long ago...
I'm working on a handful of 'racial' compendium classes. Here's what I've got so far. The Built is the only one that is 'filled out', even if it's still pretty rough drafty. Need two or three more moves for The Ancient, and four or five each for the rest.

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
Tolly, your cc violates a rule...you have 10+ as a bad result, and 6- as a good one.

Mr. Maltose
Feb 16, 2011

The Guffless Girlverine
That's from Apocworld, actually. Injury rolls do the same thing, representing that having more of something is actually detrimental to your continued good health.

Tollymain
Jul 9, 2010

by Jeffrey of YOSPOS
Yeah, Fade isn't entirely a beneficial kind of hold. It makes your fade powers more reliable, but it also puts you closer to the edge. Falling Into Oblivion is basically just another hard move your GM can throw at you.

Rasamune
Jan 19, 2011

MORT
MORT
MORT

Golden Bee posted:

Tolly, your cc violates a rule...you have 10+ as a bad result, and 6- as a good one.

There is no such rule. That said, I wonder if that move should let you mark XP on a miss.

Tollymain
Jul 9, 2010

by Jeffrey of YOSPOS
I'm sure people can tell which end of the move is a miss on that one :downs:

Overemotional Robot
Mar 16, 2008

Robotor just hasn't been the same since 9/11...
Well, just ran my first game of DW. It was our first time playing and it was a pickup game in place of our normally scheduled 13th Age game (since people were missing and I don't like playing without people). We played a monster one-shot where they were the invading horde attacking a king's city. This was the setup:

"The seventh seal has been broken and the Long Night is upon the sunlovers. This is your time. For too long have the sunlover butchers raided your homes, stolen your goods, and killed your kin. You work for Xererox King of Winter and Bones, and for months you have been digging towards the sunlover's city. Under the sunless sky you will feast on their fatbelly king and take back what is rightfully yours."

I figured I'd let them fill in all the vague parts and start them in the action like people suggested. Overall I felt it was pretty good. They had fun, but I felt like I wasn't doing a good job with my moves and trying to come up with something neat for all the -6s they kept rolling (holy crap there were a lot). Our cast was:

- Ripper, the devourer fighter

- Shooting Star, the barbarian lizardman

- Whisker Quick, The lycanthrope rat thief

- Brutalitops, the zombie shaman

- Hat, the cloaker bard

At one point the zombie was driving a "Dwarven Power Loader" so I guess that is A Thing now.

Overemotional Robot fucked around with this message at 06:05 on Apr 13, 2013

KillerQueen
Jul 13, 2010

Overemotional Robot posted:

Well, just ran my first game of DW. It was our first time playing and it was a pickup game in place of our normally scheduled 13th Age game (since people were missing and I don't like playing without people). We played a monster one-shot where they were the invading horde attacking a king's city. This was the setup:

"The seventh seal has been broken and the Long Night is upon the sunlovers. This is your time. For too long have the sunlover butchers raided your homes, stolen your goods, and killed your kin. You work for Xererox King of Winter and Bones, and for months you have been digging towards the sunlover's city. Under the sunless sky you will feast on their fatbelly king and take back what is rightfully yours."

I figured I'd let them fill in all the vague parts and start them in the action like people suggested. Overall I felt it was pretty good. They had fun, but I felt like I wasn't doing a good job with my moves and trying to come up with something neat for all the -6s they kept rolling (holy crap there were a lot). Our cast was:

- Ripper, the devourer fighter

- Shooting Star, the barbarian lizardman

- Whisker Quick, The lycanthrope rat thief

- Brutalitops, the zombie shaman

- Hat, the cloaker bard

At one point the zombie was driving a "Dwarven Power Loader" so I guess that is A Thing now.

I love it all but because the Barbarian is always an Outsider he should've been an elf.

NinjaDebugger
Apr 22, 2008


Overemotional Robot posted:


- Hat, the cloaker bard


Did one of your players actually play the Sorting Hat?

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??
The next Inverse World preview is a couple days away, but I did say when I had the Sky Dancer done, I would have a preview up as soon as was reasonable. Well, here you go!

Inverse World Stuff posted:


The Lantern Preview - fully playable! This series of advances will build you a jack-of-all-trades mage knight.
The Mechanic Preview - fully playable! This series of advances will build you a highly destructive mecha pilot with all the weapons.
The Sky Dancer Preview - fully playable! This series of advances will build you a magical flying mailkeeper. Yes, really.
The Survivor Preview - fully playable! This series of advances will build you a warrior whose opponents are already dead.
Setting and Mythos Preview


With this, all 6 classes for Inverse World have been completely finished, although some editing will probably need to happen. The Walker and The Captain will be added to this list after Mikan previews them - the Walker is this week's upcoming preview on Monday, The Captain is next week's preview, and then after that we'll probably preview monsters while waiting on art and publishing things as we send this book off to get done. Have a look-see, and feel free to start playing with any of these classes here in your dungeon world games!

gnome7 fucked around with this message at 21:22 on Apr 18, 2013

TalonDemonKing
May 4, 2011

gnome7 posted:

The next Inverse World preview is a couple days away, but I did say when I had the Sky Dancer done, I would have a preview up as soon as was reasonable. Well, here you go!


With this, all 6 classes for Inverse World have been completely finished, although some editing will probably need to happen. The Walker and The Captain will be added to this list after Mikan previews them - the Walker is this week's upcoming preview on Monday, The Captain is next week's preview, and then after that we'll probably preview monsters while waiting on art and publishing things as we send this book off to get done. Have a look-see, and feel free to start playing with any of these classes here in your dungeon world games!

The survivor seems to be missing moves?

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??

TalonDemonKing posted:

The survivor seems to be missing moves?

They all are. These previews only give 8 of the 20 advances each class has.

Lemon-Lime
Aug 6, 2009
Ride the Wind and Leaf on the Wind having very similar names is weird.

Overemotional Robot
Mar 16, 2008

Robotor just hasn't been the same since 9/11...
I know a lot of you in here have created some pretty cool monsters for DW so you may be interested in this:

http://www.kickstarter.com/projects/monstertome/monster-tome


Basically the guy is taking monsters ideas, picking the unique ones, and then drawing them?

Tollymain
Jul 9, 2010

by Jeffrey of YOSPOS
Wow I really like the Skydancer a LOT :syoon:

Seriously though I love how Inverse World has such a focus on the exotic methods people use get around. Back when I played Pathfinder I was always trying to make weirdly mobile characters (and fighting the system the entire way :().

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
Today, my players will be attending a huge festival (the new Duke they accidentally helped appoint is gung-ho for war).

Can someone help me craft a move? I need to represent a foxhunt. The trick is, one person from each 'party' will be on foot, representing the wood-dwelling traitorous orcs.

Talkc
Aug 2, 2010

Mizuki! Mizuki! Mizuki!
***DEVASTATINGLY HANDSOME***
I love Sky Dancer so so so much from the preview. It seems to evoke a TLOZ: Wind Waker meets Avatar: The Last Airbender ( Edit: and Legend of Korra ) feel.

I can't wait for the full stuff.

Comrade Gorbash
Jul 12, 2011

My paper soldiers form a wall, five paces thick and twice as tall.
Man, I wish I'd gotten a handle on Dungeon World before I started running my current monster hunter/final fantasy mashup in FATE. Not that FATE is bad for it, but DW is just about perfect. The Inverse World classes, especially the Mechanic, really give me some ideas on how to make it work. I was thinking of running a PbP of it, but first I'm going to convert it to a DW. I know I'll need some help fixing it up though.

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum
Has anyone made playbooks for the 6 original Final Fantasy classes? I suppose Fighter and Thief are already covered by the Fighter and Rogue books, but I think it'd be fun to run a DW game with a Fighter, Thief, Black Belt, White Mage, Black Mage, and Red Mage.

sentrygun
Dec 29, 2009

i say~
hey start:nya-sh
The Initiate fits pretty well for the Black Belt, but even then you could just use a Fighter with their fists as their Signature weapon. Other than that, Cleric, Wizard, and Bard cover the three mages just fine. The Priest and Mage exist if you don't like Vancian casting, but the original FF had Vancian casting anyways so it fits better if you just stick to the two spell list classes.

Classes designed specifically to be the three mages probably wouldn't be different enough from the existing spellbooks to really make a brand new class out of.

Talkc
Aug 2, 2010

Mizuki! Mizuki! Mizuki!
***DEVASTATINGLY HANDSOME***
Just finished reading all the previews. They are all fantastic, and honestly i wish i had rolled up a character i have been playing in MSW's DW campaign as a Survivor. Cause thats his story. Everything he does would be better suited to Survivor than Fighter.

The mechanic has perhaps my favorite thing ive ever read. The Big Red Button. Its such a great narrative move.

THe lantern is great too. Has a lot of flavor to it and is a nice alternative to the traditional mage types in DW.

The setting seems really nifty too!

My only criticism is I dont have it now. But ill happily wait for it to be finished.

Greatly looking forward to it.

jivjov
Sep 13, 2007

But how does it taste? Yummy!
Dinosaur Gum

sentrygun posted:

The Initiate fits pretty well for the Black Belt, but even then you could just use a Fighter with their fists as their Signature weapon. Other than that, Cleric, Wizard, and Bard cover the three mages just fine. The Priest and Mage exist if you don't like Vancian casting, but the original FF had Vancian casting anyways so it fits better if you just stick to the two spell list classes.

Classes designed specifically to be the three mages probably wouldn't be different enough from the existing spellbooks to really make a brand new class out of.

I suppose you're right. I was just looking for a little bit more support for enforcing "healing and status spells only" and "offensive spells only" for the White and Black mages, but that won't be a huge problem as long as players are on board with the concept.

Benly
Aug 2, 2011

20% of the time, it works every time.

jivjov posted:

I suppose you're right. I was just looking for a little bit more support for enforcing "healing and status spells only" and "offensive spells only" for the White and Black mages, but that won't be a huge problem as long as players are on board with the concept.

Well, you could modify their spellbooks pretty trivially.

sentrygun
Dec 29, 2009

i say~
hey start:nya-sh
Yeah, if you want to tweak the spells just come up with different ones or add on new ones or whatever it's pretty easy to do that. So long as they have a level attached to them they'll plug in just fine to the spellcasting moves. You might also want to throw the Red Mage a bone and give him something extra at level 1 and/or tweak Arcane Art because playing a Bard kind of sucks.

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??

Talkc posted:

I love Sky Dancer so so so much from the preview. It seems to evoke a TLOZ: Wind Waker meets Avatar: The Last Airbender ( Edit: and Legend of Korra ) feel.

I can't wait for the full stuff.

You know, in retrospect, that is a way better direction to take it than I had been going. The Mailkeeper stuff, I think, works better as a compendium class. The Sky Dancer is now equal parts Scout, Sky Warrior, and Weather Mage, and the preview is focused on the Weather Magic route.

Inverse World Stuff posted:


The Lantern Preview - fully playable! This series of advances will build you a jack-of-all-trades mage knight.
The Mechanic Preview - fully playable! This series of advances will build you a highly destructive mecha pilot with all the weapons.
The Sky Dancer Preview - fully playable! This series of advances will build you a flying weathermancer.
The Survivor Preview - fully playable! This series of advances will build you a warrior whose opponents are already dead.
Setting and Mythos Preview

Talkc
Aug 2, 2010

Mizuki! Mizuki! Mizuki!
***DEVASTATINGLY HANDSOME***
I like the compendium class. It seems to have the seeds of another class entirely built around stuff like delivering or getting places no matter the condition or circumstance. Maybe something could be built out of it? A courier class sounds pretty awesome to be honest.

I also love the changes to Skydancer. Feels like it has some stronger consistency, and the weather route definitely gives it something more than flight.

Im also still very intrigued by the Survivor's other moves. I guess thats why its a preview, a taste to get you going.

EscortMission
Mar 4, 2009

Come with me
if you want to live.
Only in Dungeon World would I ever be amped as hell to play a mailman.

PublicOpinion
Oct 21, 2010

Her style is new but the face is the same as it was so long ago...
Finally got around to writing another Monster Ecology thing: The Betrayer, an attempt to put together a different take on the "Chaotic Evil horde opposed to all that is good". I still want to add some more art to it, specifically an action piece and a drawing of the Betrayer Seer. Can anyone give me any additional feedback on it?

madadric
May 18, 2008

Such a BK.
I'm finally working on my next class playbook: The Fay

I'm in the process of researching, jotting down ideas, and just making a whole mess of moves. The current core mechanic revolves around The Fay having to follow their strange rules and be affected by their supernatural weaknesses to earn Boon that can be used to fuel moves like granting wishes and cursing stuff. There's also a bunch of illusion, changing form, and trickery involved.

Currently, I'm trying to think of interesting things to do with earned Boon, and maybe more Fay Nature weaknesses to earn it.

The Fay posted:

Fay Nature
As a Fay, there are strange laws, customs, and weaknesses you must attend. When you create your character, Choose 3. When you are affected by one, you gain 1 Boon
⃞Bitter Iron - you are allergic to Iron. It’s touch poisons you, and suppresses your Fay Magic
⃞Truthbound - You may never say a thing you know to be untrue.
⃞Sun-wary - The brightness of the sun strips away your glamours and illusions.
⃞Oath-bound - You must keep any oath, deal, pact, or agreement you make
⃞Name-Bound - You must grant 3 wishes to any that know your true name.
⃞Life Debt - you owe a debt to any that save your life, and must truly help them or save their life before the debt is paid.

Sly Words
When you mislead and confuse others with technically true words, roll+Cha. *On a 10+, they make the assumption you were implying. *On a 7-9, they make an assumption, but not the one you were hoping for.

Glamour
When you use your illusion magic to trick, entice, or confuse others, describe it and roll+Cha. *On a 10+, they fall for your glamour. *On a 7-9, they’re mostly convinced, but demand some kind of proof. *On a miss, you illusion shatters to reveal the naked truth.

Curse
When you curse a person, creature, place, or object, say the curse out loud, spend 1 Boon and roll +Wis. *On a 10+, choose 3. *On a 7-9, choose 1. *On a miss, you choose 1 and the GM chooses 2 from the list below, and those affected know who did the cursing.

The curse only affects that which you want it to
The curse wears off when you want it to (3 days and 3 nights, until the next full moon, a year and a day)
The curse changes their form, puts them into a supernatural slumber, or strikes them mute
The curse can be broken only by one of the following: True Love’s Kiss, a heartfelt apology, a pure tear of sorrow.


Lore of the Folk
When you Spout Lore about the Fey, you may roll +Wis instead of +Int. The GM will always tell you something interesting, even on a miss.

Wish
When you grant a mortal’s wish, spend 1 Boon and roll +Wis. *On a 10+, choose 3. *On a 7-9, choose 2.

The wish seems to give them what they want
The wish gives them what they need
The wish doesn’t later bring them misfortune
The wish doesn’t have any immediate unpleasant side effects


Changeling
When you shift your shape to that of an owl, a badger or a fox to beguile or infiltrate, roll+Cha. *On a 10+, you are taken as nothing more than a simple wild animal and ignored. *On a 7-9, your guise works, but perhaps those that see you fancy you as a poacher or an easy meal.

Talkc
Aug 2, 2010

Mizuki! Mizuki! Mizuki!
***DEVASTATINGLY HANDSOME***
I like it. Feels ripped right out of Dresden Files. Which in itself is ripped from other things. Definitely has my attention.

TalonDemonKing
May 4, 2011

Dungeon world Wizard: Are you supposed to come up with your own spells?

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??

TalonDemonKing posted:

Dungeon world Wizard: Are you supposed to come up with your own spells?

There is a spell list! The Wizard and Cleric continue D&D's fine tradition of having more pages of character sheet than everyone else - they both have a Spell List you also need to read.

Lemon-Lime
Aug 6, 2009

EscortMission posted:

Only in Dungeon World would I ever be amped as hell to play a mailman.

The idea of mailmen in a points of light fantasy setting is pretty badass full stop, to be fair.

TalonDemonKing posted:

Dungeon world Wizard: Are you supposed to come up with your own spells?

Yes. If you want spells not on the spell list, you can use Ritual to create them and the GM can write them for you.

I would generally be very wary of giving the Wizard or Cleric new spells, since new spells will invariably make the Wizard even better by making them more versatile.

Lemon-Lime fucked around with this message at 08:03 on Apr 15, 2013

Oo Koo
Nov 19, 2012
Is the board tapped out on Dungeon World Play By Post games? The two games I was in died couple of weeks ago due to GM real life stuff and there haven't been new recruitment posts in the recruitment megathread since.

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

Okasvi posted:

Is the board tapped out on Dungeon World Play By Post games? The two games I was in died couple of weeks ago due to GM real life stuff and there haven't been new recruitment posts in the recruitment megathread since.

These things tend to go in phases, I'd wait a bit to see if another pops up soon or you could run your own! But yes, the board has been very high on * World lately, so it is possible that interest has peaked as well.

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Blasphemeral
Jul 26, 2012

Three mongrel men in exchange for a party member? I found that one in the Faustian Bargain Bin.
Hello, everyone! I'm continuing my narration of The Faustian Bargain Bin campaign. If you missed one of the other parts, you can find them here:
Part 1.
Part 2A.
Part 2B.

As this story has also grown incredibly long, I've split it into two parts. Part 1 (this one) and Part 2, which I will post in a day or two.

Our cast of characters:
Me, the GM.
Sir Finnigan (retired) the fighter.
Dodge, the thief.
Anagram, the namer.
Edwin, the bard.
Faustus, the warlock,
... and his servitor the Lady in Yellow. I don't remember her name (if she even had one) so I'll just call her Chrysanthemum, as it seems fitting.


--- Part 3-A: The Fighter Invents Water-Skiing.


As you may remember, we left off with the party attempting to convince the mongrel men to "loan" them the Blight Orb long enough to destroy the party's enemy, a nation to the south named Lew Isanya.

The party botched (6-) their Parley, meaning things get worse for them. The three mongrel men, one injured, decide to pass the buck. They tell the interlopers that the only one who can give them permission to borrow the orb is their chieftan who, naturally, is deeper in the cave, in a fortified position and surrounded by the rest of the tribe. They say they will only take them to see him if they surrender their arms first.

Yikes.

Half the party seems OK with this plan, while the other half aren't willing to disarm within an enemy stronghold. ("You can pry my sword from my cold, dead fingers! :bahgawd:") The party decides to split up. The mongrel men take two of the party members to see the chief, leaving half of them armed and able to bring up the rear if things go bad.

The mongrel men lead the party through a secret door, down a number of twisting corridors, and finally to a huge chamber. The hallway opened onto a small ledge with a wooden causeway leading out over a huge drop down to a swirling whirlpool a hundred feet below with waterfalls pouring down from three of the far walls. The causeway leads to a huge stalactite hanging from the center of the room that has been hollowed out. The front half is almost entirely hollow to make a throne room, and the back seems to have rooms carved into it to house mongrel men.

The center of the throne room held a raised platform with a throne, and seated upon it was a human-sized figure (the mongrel men were small'ish), cloaked in the same type of cloak as the mongrel men. A golden-tipped spear was leaning against his arm. Behind the throne, on a raised dais, was the Blight Orb.

As the party was led across the causeway, the rogue eyed it carefully looking for booby-traps. He saw that the underside of the causeway was lined with bottles of alchemist's fire and that they were all tied to cables running under the causeway towards the throne. He keeps this information to himself for now, but nudges the fighter and whispers to him not to start anything, alerting him that there wouldn't be reinforcements or retreat from the throne room.

They talk to the mongrel man leader, who agrees in principle with the idea of using their sacred relic to destroy a city. He does not agree to loan the orb without any guarantees to its safety and proper use. He says that he would want an assurance of the party's loyalty, and that the orb would be carried and employed by their tribe's two high-priests under the party's direction.

The party asks what they could do to earn the tribe's trust. The chief says that the orb cannot be taken from it's location here until a task is completed, and that completing this task would prove their loyalty. It turns out (using the mongrel men's earlier mention) that they hate "those filthy elves next door" and that the elves have some power attempting to counter their Blight Orb's effects. The orb cannot leave this place until the elves' counter has been removed from play.

The thief's player jokes that the elves have a "Bright Orb" to cancel the mongrel mens' Blight Orb, a'la Final Fantasy I.

"So what is this item that we must sieze and destroy from the hands of the elves?" The fighter asks.

"The Bright Orb, of course," the chieftan replies.

Dodge's player: :dance:

Using the player's off-the-cuff remarks has always been something I did, but the fact that Dungeon World specifically tells you to do this earns my wholehearted stamp of approvral.

The party agrees to this arrangement, and is given quarters for the night to rest up. Where are the quarters? In the mongrel men torture chamber, of course. The mongrel men are even nice enough to put out straw mattresses for them.

Since we all have lives and it's harder to get together since University, we tend to do once-per-month iron man games. I typically split the day into two "sessions" to match the length and progression or more typical groups. This is where we wrapped up the first "session" of the day. I allowed an extended rest, marking XP for alignment and goals, and Level Up moves, since nearly everyone in the party was at 7-9 xp. We did dinner and then returned to the table.

The namer, Anagram, had been gradually trying to learn each other party member's true name. The bard, I had told him at the time, had a spirit guardian that was protecting his name. At the level-up, Anagram took the druid's contact nature spirit ability. The first thing he did when we returned from dinner was to try and convince the bard's guardian spirit to give up Edwin's name using his newfound nature spirit abilities.

He rolls a 7-9, and choses the "get what I want" and "don't pay nature's price" options. He skips taking the "retain control" option, and I rule that the earth spirit decides that the best way to achieve Anagram's goal is to attack the guardian spirit protecting the bard.

Now, as you may remember last time, when anagram just asked the fighter for his tears in order to learn his true name? This time he neglected to warn the sleeping bard about what was going on.

Edwin awoke with a start to something tearing at his soul and naturally attempted to steel his will and resolve against it. He rolled a 7-9 defy danger, shunting the earth spirit away and causing collateral damage to the room. As the earth spirit was rebutted, the stone ceiling and walls began to spiderweb with cracks. The thief and fighter acted quickly and joisted the ceiling with the large torture rack in the room and provided time for the party to escape into the hallway.

Thankfully, no mongrel men were present to object to the party's destruction of their favorite room.

The namer and the bard had a short row in the hallway before anagram apologised for not letting edwin know what he was doing.

The party heads up to the surface to seek out the elves. They have a pow-wow and decide that, without the ranger (who had to leave early for a family emergency), finding the elven settlement would be difficult.

Not to be deterred by his previous spirit-contol failure, Anagram announces that he'll try to call on the spirits to lead him to the elven city. He decides to call upon the spirit of the river running just outside to have a chat on the matter.

He has the fighter tie a rope between the both of them, just in case he angers the river and it wants to sweep him off his feet. He wades out to waist-deep and attempts contact. He again rolls a 7-9 and, not having learned his lesson before, decides to get what he wants and not pay nature's price, sacrificing continued control over the spirit.

As Anagram stands there, the water of the river begins to flow up his chest and over his head. It flows completely over him, forming a shell of water, and not allowing him to breathe. As he panics, the river senses his need and gives him a small air pocket next to his nose and mouth. He relaxes, but all too soon, as the river accelerates him to high-speed along the surface of the water.

It's about this time that the fighter realizes he's tied to the other end of the rope around the namer's waist, and he's going to be doing more than preventing the namer from being swept from his feet. "Oh-poo poo!"

Finnigan sets his feet and locks his knees, hoping to simply pull the namer from the water-bubble with the rope. Instead, he's pulled up onto the surface of the water at high-speed and they race upriver; presumably in the direction of the elven settlement. His feet skimming the surface of the water.

As he begins to chuckle with glee at this awesome new activity, he sees anagram flailing his arms within the water bubble. Ahead, a small stream that feeds into the river leads out of a small crack in the rock face, and the spirit of the river is taking them right towards it (and, therefore, the sheer rock face it's coming out of) at 30+ miles an hour.

Oops.

Finnigan cuts the rope from his waist and splashes down into the water. Anagram braces himself as the inevitable approaches.

---

After being seen to by the healing chords of the bard, the namer announces that the water coming from the stream must be coming from the elven labyrinth. It has to be nearby.

As they climb the rock up to the forest above, they see a small, marble pavillion surrounded by beautifully maintained columns and lit torches. In the center is a small rectangular trap-door with stairs leading down.

"This must be it."


--- Coming up in Part 3-B "Elves are freakin' weird, guys."
--- And in Part 4, the conclusion: "A plan never survives contact with the enemy--" "--You can say that again."



Tune in next time!


e: reformatted slightly for clarity.

Blasphemeral fucked around with this message at 19:08 on Apr 15, 2013

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