Forgotten Years – Dungeon World Campaign Session 1

Today, I wasn’t feeling like running the Church of Steve campaign. So Joe offered to run.

Clarence (Mechanic), Gary (Templar), and Ovid (Mage) woke up with no memory and a collapsing shadow tunnel – to flee to the green or white light. With a bit of floundering, and a time spell, they were able to flee the tunnels.

Clarence, Gary, and Ovid appeared in a small cavern with a young coupled going at it hot and heavy. Gary insisted that he march them to their parents and they reluctantly came along – the father chastised the girl and the boy slinked away; the PCs learned a bit more about the city and headed to the Guild district.

There we encountered another mechanic, Harold (name?), who wanted to collect on Gary’s debt but first was going to beat Gary a little. Ovid interceded, offering to cast a spell to improve Harold’s ability to work. Harold was willing to listen but demanded that Ovid promise to pay back the 200 coin in a month.

Ovid agreed, and Harold was willing to accept the casting of the spell as well. Ovid opted to cast a different spell, such that one month for Harold would in fact be 6 months. The spell failed, and Harold was frozen in place with ample attention drawn.

Gary demanded it be corrected and Ovid attempted to undo his spell via another spell…it worked, but would only last for a little bit. So Ovid, Gary, and Clarence bid a hasty farewell.

The characters made it to another shop and met Justin – a talkative mechanic – who was trying to capitalize on Clarence’s failed memory; Justin obviously wanted to get to Clarence’s shop first. Justin also made mention of a tomb that could be looted. Clarence insisted that he trapped his shop. The GM called for a roll to see if there truly was a set trap – Clarence rolled a 9. So Ovid decided to give aid by casting a spell to let past-Clarence know to set a trap.

The spell failed! And the GM pocketed that failure.

Eventually Gary convinced Justin to take them to Clarence’s shop. At the shop doors, Clarence went to open the front door and it exploded. Again Ovid cast a spell to slow the explosion down…and it work, but people were noticing. Clarence’s armor was still intact.

Now to get some help looting a tomb. A call was sent out to plunder the tomb and offering a share of the treasure, and the character’s hired Laureck and Walt, an elf guide and human warrior respectively.

And back to Justin’s for working out details of getting to the tomb. It turns out its 2 weeks away but fortunately Justin was going to front the cost of the expedition.

We cut the session short as Matt was suffering from a rather nasty sinus infection induced headache.

Player Characters

Since the characters were on laminated sheets, I’m recording them here.

Clarence (Mechanic)

Curious Eyes, Jumpsuit, Grease-stained Skin, Lanky Body; Strength 8, Dexterity 13, Constitutino 12, Intelligence 16, Wisdom 15, Charisma 9; Armor 3; Drive: Unfettered Mayhem; Specialization: Research & Development; Suit: Wallflower – Energy Cannon, Arachnoid, Jumper, Covered Cockpit; Bonds: I let Gary pilot my suit once. Never again. Gary keeps dinging up my paint job. Ovid helped me put my suit back together. Ovid is my personal assistant; Equipment: Adventuring gear, Bandages, Head of a shovel. XP: 5.

Gary (Templar)

Harsh eyes, Helmet, Worn holy symbol (a Square), Bulky body; Strength 15, Dexterity 8, Constitution 16, Intelligence 9, Wisdom 12, Charisma 13; Armor 3; Alignment: Good; Race: Dwarf; Bonds: Ovid’s misguided behavior could be a problem. I want to take Clarence under my wing. I won’t take any flak from Clarence. They need to know their place. (Needs 2 bonds). Equipment: Longsword and shield, Templar’s armor, Dungeon rations, Spare pistol, Antitoxin from mother. XP: 5

+1 Forward with Justin (a rambling mechanic)

Ovid (Mage)

Wild hair, worn robes, thin body, and impossibly old (180 or so); Strength 8, Dexterity 9, Constitution 12, Intelligence 16, Wisdom 13, Charisma 15; Alignment: Good; Race: Human;  Bonds: I have shown Clarence the power of the arcane arts. I suspect Gary fears what they do not understand. Clarence knows the secret to my powers. Spell Focus: the Clock, Aligned: Flow of time and stoping aging and movement, erode to dust; Counterspell. Equipment: leather armor, bronze torque , staff, one healing potion, large bone key. XP: 5

Inverse World – A Dungeon World Sourcebook

For those who are looking for more Dungeon World goodness, might I suggest taking a look at the Inverse World kickstarter. If it hits $8000, I will be writing a handful of adventure locations for the game; These locations will be similar in execution as the locations in Take on Establishments, but with additional questions and rumors regarding each location.

What follows is my use of Inverse World playbooks, but does not necessarily reflect the Inverse World campaign setting.

Tonight, I ran a quick one-shot scenario for four players. And for one of the players, I believe it was their first table top RPG session.

We had:

  • Malakhai – a Survivor that had endured the wrath of an angry Sola.
  • Jordan – a Priest of Veldrun, God of luck, travel, and earth; tasked with requisitioning art (the Priest is from the Dungeon World Alternate Playbooks by Jacob Randolph).
  • Feng – a Walker, master of physical movement.
  • Tyrell – a Lantern, a now owner of a piece of Sola

As the game began, I had little clue where it was going to go. But slowly, as the sheets filled out, ideas were popping.

Feng had a drive to “drop someone from a great height” so I figured why not have this center around an airship. (In Inverse World, Drive replaces Alignment and is what you can use to mark XP at the end. It was also determined that he was a secret member of a cult of walkers.

Jordan was a priest of a religion proscribed by the monotheistic Alliance (the Alliance worshipped Sola). Jordan’s god required him to liberate art.

Malakhai and Tyrell were comrades in a failed rebellion against the Alliance (quick borrow stuff from Firefly). Malakhai had the blaster of his former mentor, whom they had learned was being held on Widdershins, an Alliance dreadnought.

Tyrell had stolen a piece of Sola, and as such could claim authority amongst the Alliance, even though he had no backing.

So it was going to turn into a caper. And sure enough, it did.

So it Began

Jordan, Malakhai, and Tyrell had secured an air skiff to fly up to the Widdershins and attempt to break out Malakhai’s mentor Burk – a high-ranking political prisoner. Jordan was primarily in it for the “liberating of fine art.” Feng was the air skiff pilot’s assistance and had gleefully volunteered for the position.

They were going to dock at the Widdershins – it had a hull inspired by the Battlestar Galactica – and attempt to blend in with the coming and goings of the various support craft that were also coming for the Gala.

What ensued was absolute chaos. It began as expected, with Tyrell escorting Malakhai as a prisoner – after all he the telltale burning eyes of someone who had committed horrific crimes and Sola had marked – and Jordan acting as the man servant.

Feng, unloading baggage from the skiff, seized the first chance to throw someone off of the makeshift peers attached to the Widdershins. And rolled snake eyes. He failed and things quickly escalated with Feng taking a few blaster shots to the shoulder, raising an alarm all the while with Tyrell, Malakhai, and Jordan bluffing and conning their way deeper into the belly of the dreadnought.

The remander of the session was split between the two groups.

While Feng was evading detection, he stumbled upon a massive set of explosives hidden on the hull of the Widdershins. He proceeded to run a line of oil along the hull and then ignite the bomb.

Meanwhile, the others had begun working their way to the brig; Always pulling rank on guards, even managing to get one of the guards to escort them to the brig. Until eventually they made it to where the brig. And KABLOOM! The Widdershins had lost one of its two cargo bays. And rolled 90 degrees.

Malakhai used this opportunity to kill their escort, and they began their attempt to take the brig. It was a messy firefight that quickly shifted to a knife fight, and we had to wrap up so one of the players could leave.

Observations

I really need to ditch the idea of having everyone take turns during a combat. There was a point where it simply made sense, after a bumrush by the player, to ask them what they were doing. I recognized this after another player had went, but momentum of the moment had been lost.

The four playbooks were an interesting combination, with the Walker being predisposed to a lone-wolf character – especially since my 15 year old son was playing it. I also liked the dichotomy of the religious undertones of the Lantern, and the very religiously focused Priest.

We are all getting more used to helping intertwine our characters, especially to figure out how the hell things are going to get started. On that note, I still haven’t started a session En Media Res; It is something that is perhaps a bit more challenging when you say “Here choose from these 26 or so playbooks.” But let me reiterate that I really like having everyone choose the playbook they want to use and meshing the tables desire into a cohesive unit.

Playbooks

Walker: If you are interested in a ninja, thief-acrobat, Spider Man, or Nightcrawler, this class is where it is at. The selected Drive – “Drop someone from a high height because you can” – defined the session. The moves are all about mobility and taking advantage of superior mobility. Look for future derivative classes.

Survivor: The name sums it up; They are a tough nut to crack and have plenty of moves to make sure you know about their suffering. If you are interested in the grizzled war veteran with a story to tell, this class would suit you well.

Lantern: I really like this class. You have control over light, and control over the masses, but not with the religious overtones. And they have quite possibly the most fictionally awesome move of any class – Twilight Reckoning

Twilight Reckoning

Requires: Twilight Blade

When you deal damage to a surprised, defenseless, or damaged enemy with your Twilight Blade, you may sever anything from the target – their life, their limb, their relationship with someone, their most prized possession, their thoughts on a topic, anything. If you do, deal no damage.

Priest: Somewhat of an alternate Cleric with the need for explicit spells and levels stripped out. You build your god’s domain by defining what it controls, represents, its worshippers, enemies, and demands. Your invocations, that you craft on the fly, can interact with those concerns. Quite clever, and extremely flavorful.

World of Steve – Session 1

Yesterday, I participated in two sessions of Dungeon World. The first session of the day, played over Google Hangouts, was a continuation of the previous Google Hangouts adventure.

The second session of Dungeon World started forty minutes after the first session ended. I was the GM. Where as in the first session I could take more detailed notes, as GM I’m working almost entirely from memory. This session, with 30 minutes of character creation and pizza eating, went from 6pm to 9:30pm without a break.

Observations

I normally place my observations at the end of the post. But this is a lengthy blog post – Do you mind the lengthier blog posts? I try to keep them to less than 750 words. And this thing clocks in at 2560 words – So I’ll start with my observations.

First and foremost, this was a fantastic game of Dungeon World in which the only prep I did was to transcribe the Dungeon World DM moves. Instead I leaned heavily on the answers to my questions. And when possible I continued to fold the answers into new questions and new facets of the world.

I suspect that if I keep rolling answers into questions, I may end up with a very heavy mess of narrative goo. So I have also made sure to ask leading questions that I can keep on the vine for a bit. And at some point, I will want to close the current chapter.

Second, my wife will tell you I’m not a very good listener, but it is something I’m working hard at improving. Part of listening, at least as I understand it, is asking questions, and I found this really set this first session rolling. The other part is to listen to the persons response without prejudice, without evening beginning to formulate a response.

The session started out slowly. I didn’t begin en media res, instead opting to build up via narration some of what the world looked like. While it may seem that the questions I asked dropped away once the game “started”, I was always asking either clarifying and leading questions.

Third, I believe this was a very successful first session. Dungeon World bonds ensure that characters are interwoven. I would love to see other sets of bonds published and made available.

Starting the Session

I began the session by asking lots of questions. In fact, at one point I thought “Maybe I’ll just ask questions all night, because hell if I know what to do.” Then I thought are people going to get bored if I don’t start doing something? Below is my rough recollection of some, but certainly not all, of the initial questions.

The first question I asked was “Have you worked together as a group before, or is it coincidence that you all know each other?”

It turned out, they were all loosely affiliated, but had not adventured together.

From there, the questions easily snowballed. I had no idea where things were going, but I asked leading questions of the player characters.

“Are there a lot of elves that visit [the border town] Georgetown?” This question followed as a result of the loose affiliation of the 2 elves and 2 humans.

“Where is Skinny Jake trying to arrange shipments from and to?” “From Ramsford – poof we now had another city and a river – to Stevehold, a fortification along another contested border adjacent to the Woods of the World” Given the river, and the delivery via wagons, we knew that Ramsford was likely the closest point to Stevehold by land – so the river dipped south.

“Cyne, why are you in town?” “I’m following Kind Steve. I have seen that he will play an important role in things to come.” “Cyne, what single word would you use to describe your vision, your senses, regarding Kind Steve.” “Fire.” Well I guess things are going to need to burn a little.

“Does Veldrin know what Skinny Jake (PC) once smuggled through elven lands?” This question was a follow-up question based on Skinny Jake’s previous declared smuggling activity. Veldrin responded with a non-commital “I have some idea, but only a vague notion.” I pushed harder. “Yeah, Veldrin thinks it was weapons and medicine.”

“Does the Church of Steve change sides mid-battle? No. Mid-war? Yes.”

“Is the Church of Steve the dominant religion? Yes. Are other religions proscribed? No. What are the other religions?” In those questions, the grim nature of this part of the world took form. Battles were common place as were wars. There were bastions of fortified civilization that withstood the warring natures of the priests of Steve.

“What color are a priest of Steve’s robes? Yellow…until soaked in blood. To return from battle without stained robes is a shame and dishonor.”

The above questions were asked throughout the game.  And slowly the world developed.

The Church of Steve – devoted to bloody conquest and sacrificial rites – became a major component of the campaign world. As we explored a world taking form before our eyes, we realized that the realm was a hyper fragmented region, with what is likely complicated feudal arrangements. Free cities exist throughout the region, but are heavily fortified.

A Meeting in Georgetown

Skinny Jake was meeting with Harold, a caravan driver, and trying to secure caravans for a lucrative shipping arrangement. Not content with his charm Skinny Jake attempted to slip Harold a bit of goldenroot. Both Veldrin and Cyne saw this act, along with a dwarf.

Veldrin hastily ran interference and Harold was able to seal the deal with Harold.

Starting out from the border village of Georgetown, as guards for Harold’s 6 wagon caravan, characters undertook a Perilous Journey – after all this was a war ravaged area of the world. Cyne tromping around on his own did not assist, instead was quite content to take animal form. Veldrin scouted, Kind Steve trailblazed, and Skinny Jake managed the supplies.

  • Kind Steve knew these paths, explaining of a not too well-known path through the Serpents’ Crest – named for the numerous wending paths.
  • Veldrin keen eyed was able to spot a Giant Eagle, feasting on a stray cow; Wisely Veldrin decided not to ambush the majestic creature
  • Skinny Jake made sure the supplies were well rationed.

Arriving in Ramsford

They arrived at Ramsford, a fortified city with massive walls; Skinny Jake’s player brought Ramsford into play by way of answering one of my questions; And the church of Kay, God(dess?) of Civilization, was dominant.

Ramsford levied a toll against all those entering. And as a priest of Steve, Kind Steve’s toll was quintuple the normal toll.

The walls were massive, and I wanted to know why the tavern that they walked into was so crowded, so Cyne responded “Its the Festival of the Culling of the Sheep”

People were packed into the city of Ramsford to participate in numerous mutton eating contests; most of them organized. The premier teams competed in the inns and taverns. Each team of 4 men, 2 women, 1 halfling were competing in butchered hanging weight categories. Further restrictions concerning allowed cutlery and utensils were in force. On the floors were bowls collecting the juices. Ties went to those with the fullest bowl.

Meeting of Mutton Steve

In the corner sat Mutton Steve, dining on a heavily seasoned leg of mutton, his ram’s horn helm resting on the table, great sword leaning against the table, and wearing his priestly robes which were ritually prepared by soaking  in sheep urine. Skinny Jake and Kind Steve approached; Kind Steve offering a stout beer while Skinny Jake went straight to business successfully negotiating double the fee for delivery.

Shadowing Harold

As this was happening, Veldrin followed Harold to the stables. The stables were a multi-story parking garage – Ramsfod being well fortified and a hub of mercantilism meant that buildings had to go up instead of out. Approaching the stables, Veldrin observed the exchange between the quarter master and Harold.

Discerning Realities Veldrin noticed that the quartermaster had scales around his neck…accidentally revealed as his scarf shifted. Having traveled with Cyne he realized these were likely a shape changers tell.

Harold was able to get a main level parking, explaining to Veldrin that paying 10 coin more per week gave him certain liberties and freedoms to move quickly. More interesting to Veldrin were the goblins and littlings – one-quarter sized goblins – moving about unloading manure and other menial labor. They were part of the ecosystem. A quick Discern Realities and Veldrin learned that the goblins were really in control here.

Into the Kitchen

Back at the tavern, as Kind Steve, Mutton Steve, and Skinny Jake were meeting, Cyne was observing the kitchen. Looking around and Discerning Realities he noted that the  cook had prepared the food not with spices but with a similar smelling poison that induced hysterics.

As Skinny Jake was shuffling through the dining area, when a steak knife flew past his face, impaling one of the other contestants. Mayhem erupted, and Skinny Jake tried to flee. But was instead impaled by the sharp end of a sheep bone – one of the eating contestants had escalated to violence.

Back to the Stables

Veldrin was helping Harold unload, attempting to learn more about Harold’s business, and the load that Harold was hired by Skinny Jake to deliver. As Veldrin helped, he spotted a small concealed notebook on one of Harold’s wagons.

Veldrin also noted that the building was an interesting operation, part warehouse, part stables, with littling holes connecting the rooms. The littlings were only quasi-intelligent but carried out their orders quite well. The purpose of the holes were unknown. But it appeared as though they were all filled with burlap bags.

A Sword is Drawn

And that is when Skinny Jake heard the unsheathing of a great sword behind him. And Skinny Jake had to choose…would he escape the melee and loose his coin purse, or tumble into the, at present, neutral middle of the dining room?

Skinny Jake rolled into the middle of the room and lying prone looked up to see several strange bags mounted by calcified scarab beetles under the tables.

Cyne, standing outside the kitchen, noted that 6 goblin archers had entered the kitchen. In the back was a human, with three scales on his right cheek, another tell of a shape changer. And did I mention the goblins had bows and flaming arrows…because they did.

Cyne howled for help, and Kind Steve charged in, avoiding the growing melee. As he burst through the kitchen door, the goblins let loose and Kind Steve was on fire, along with the kitchen walls and door frame. Kind Steve reciprocated by crushing the skull of one of the goblins.

Cyne burst into the kitchen, shifted into polar bear form and roared a mighty roar scaring off the goblins – I may need a custom move for this. Kind Steve remarked that it sounded as if Bear Steve had arrived.

Mixin a Little Fire

With flaming arrows and what tables likely loaded with explosives, Skinny Jake was all the more concerned to get out. Mutton Steve stood before the door a macabre parody of Gandalf the Grey challenging anyone to pass. Instead, Skinny Jake took the opening up the stairs.

The cacophonous roar of the tavern drew Veldrin’s attention, and he took off from the stables to investigate.

With the goblins routed, Cyne returned to human form, and help extinguish Kind Steve. However, the walls were beginning to catch flame – a greasy kitchen is a dangerous place. Cyne burst toward the back door, as one of the jugs of cooking oil caught flame. Kind Steve turned to see where Skinny Jake had gotten to. And realized there was only one way…up.

What had once been a melee of 17 men, 8 women, and 4 halfling was down to Mutton Steve, a halfling, a woman, and two men, each laying claim to their respective heap of slain foes. And as Kind Steve scampered through the room, the five combatants all dove towards each other in a macabre final act of hysterics.

Outside cries of fire erupted and Veldrin pushed to the front of the line. As he pressed his face towards the window, spurts of blood splattered him. Gore was everywhere in that tavern. But Veldrin saw where the other exit likely was.

What Does Harold Have in That Notebook?

Back in the warehouse, Veldrin convinced Harold to let him finish up. Veldrin proceeded to uncover the notebook and read the last entry. The notebook didn’t disclose what Skinny Steve was having delivered. But the last entry, the one for Ramsford, showed that not only was Harold delivering hay, but he was also delivering several drums of oil.

A Cracked Door and Warded Frame

Upstairs, Skinny Jake saw the doors to 8 rooms. At the far end of the hallway, there was one door cracked open. Approaching cautiously, Skinny Jake discerned that there were etchings that flickered from the lantern light of the hall.

Skinny Jake slowly slinked along the hallway to view as much of the room as possible without crossing the threshold. In the room he saw a bed, wash basin, and on the floor a part of circle made of piles of silver dust. From the floor, which was directly above the kitchen, wisps of smoke rose and the tell tale smell of fire permeated the air.

Drawing his rapier, Skinny Jake was going to open the door without touching it. A brief headache, and Skinny Jake collapsed into darkness.

Out Behind the Burning Kitchen

So he snuck around back and saw the fleeing shadow of something from the back door. Cautiously he approached, but crunched on a pile of oddly scattered chicken bones outside the building. He paused, counted to 10.

The back door opened again. And Veldrin heard sniffing. Veldrin rounded the corner with sword defensively positioned to lock gaze with the ice blue eyes of a wolf. Recognizing the icy blue eyes as Cyne’s tell, he lowered his weapon. And both Cyne and Veldrin gave pursuit around the building.

Upstairs Take Two

Ascending the stairs Kind Steve saw the bounce of feet in the doorway at the end of the hall. Skinny Jake had fallen into the room.  Kind Steve hastily shouldered Skinny Jake, grabbed his rapier, and set off to exit the building. Descending the stairs. Kind Steve locked eyes with Mutton Steve, the sole survivor of the contest.

Mutton Steve’s eyes lit up again, and Kind Steve quickly dropped Skinny Jake and bellowed a prayer of fear. And Mutton Steve’s eyes lit up as a fear of the fires consumed him. He quickly fled. Steve, unpleased with this request, revoked Kind Steve’s spell.

Kind Steve and Skinny Jake made a quick egress.

Around Back

Cyne, smelling the hint of goblins having fled between buildings, gave pursuit with Veldrin close behind. They rounded the corner and saw a crowd of people gathering and beginning to form a bucket brigade.

Further in the crowd, they could see evidence of a people begrudgingly parting to let something small through. Wanting to split the crowd quickly, Cyne shifted into a Polar Bear and drew unwelcome attention. The crowd took notice and instead of backing down, mustered the courage and charged.

Veldirn turned to escape the angry mob, and Cyne shifted into a hawk and flew into the air. A few of the towns people threw knives and even a chicken at the hawk. Unable to find the other shape changer, Cyne landed and returned to his companions.

And as they were collecting themselves, Skinny Jake said to run as the tavern exploded in the background…Kaboom!

Post Script

In many ways this session reminds me of one of my early D&D sessions that I ran in the summer between my junior and senior year of high school. That campaign started off with an assassination in an inn, with characters scattered and taking actions separately. Bouncing the camera around.

Dungeon World – Google Hangouts Session 3

We are working on naming the campaign, but this is a loose session report of our second Google Hangouts game of Dungeon World. You can find the first one here.

The session began with everyone still clunking their way around the technical interface of Google Hangouts and Tabletop Forge. Last week, we had trouble getting Travis in on the action. This week Mark was running and Travis, Jim, Marissa, Morgan, and I were playing. Fortunately, this week went off rather smoothly.

Quick recap of the cast:

  • King Nara, female human ranger, always shrowded in cold [Marissa]
  • Dunwick, male human bard, master of the stage [Morgan]
  • Bartleby, male human fighter, blacksmith apprentice [Travis]
  • Ovid, male human wizard, seeking knowledge [Jim]
  • Humble, male human thief, treasure seeking [me]

Sequence of Events (to the best of my recollection, and not much of a session report, more erratic notes):

The Meeting and Beating of Ovid

  • Nara, Dunwick, Bartleby, Humble in the underground tunnels, see Ovid and an earth elemental
  • Established communication with elementals is “Raise arms then speak then lower arms when done.”
  • “Bartleby, why are you here?”
    • I was enlisted by the town to secure the goblin frontier
  • “Ovid, why are you in the caves?”
    • “To investigate the theory that the origins of the goblins and dwarves are connected”
  • “Humble, what is the con you and Dunwick have been running?”
    • “We are museum curators, looking for more items to sell.”
  • Question to Ovid “Why is the earth elemental angry at you?” “Because I summoned him from the elemental plane of earth, where he was enjoying a nice lava bath.”
  • Ovid attempts to escape the clutches of the elemental, and squirms away with Nara’s help.
  • In helping Ovid, Nara is put in danger. She is pummeled, but her wolf takes the brunt of the attack.
  • Humble, seeing the massive scintillating gem on the elemental back, runs up its back, and plucks the gem out sending it skittering along the floor. Further enraging the elemental.
  • Bartleby charges in with fists of steel driving the earth elemental back into the stone.
  • Earth elemental erupts from the stone pummeling Nara and Bartleby
  • Humble secures the gem
  • Dunwick, Spouting Lore “- “How do you calm down an out of control earth elemental”
    • They like drum circles.
  • Ovid grabs his books and begins clapping arrhythmically (6- roll)
  • Humble, finding the uncollapsed torso of a fallen goblin successfully helps Dunwick drum a rhythm to ease the rage in the earth elemental.
  • Bartleby presses the attack, and the earth elemental is dispatched
  • As a consequence for banishing the elemental in the presence of the arriving emissaries oops, Bartleby must fight for his honor/innocence in Morholt.
  • As the elemental is dispatched back to its native plane, humble holds the gem as it seeps into primordial goo and dissipates.

Council with King Nara

  • As previously established the earth elementals return with diplomats.
  • Tero and Kulmala are emissaries of King Toyvo of the earth elementals
  • Kulmala emissary of Toyvo, Tero emissary
  • Conversation regarding arrangements to help the king
  • Earth elementals prize honesty
  • Through out the conversation Dunwick (?) Discerns Realities
    • What here is not what it appears to be? Kulmala is concerned that you won’t say yes; Tero is a diplomat
    • What here is useful and valuable to me? Kulmala and Tero work for different people
    • Who is really in control here? Kulmala
  • Dunwick hits on the earth elemental…after all their sexuality is complicated
  • Humble suggests that Tero tour the goblin troops while Kulmala remains with King Nara
  • Humble, having pushed one contingent on a military inspection, slinks away to hide from all the big nasties.
  • Kulmala says the king is a good king; Many, however, have born the cost of the battle with the darkness.
  • Kulmala says “The dwellings closest to the lava and magma are most valuable.”
  • Kulmala is an elitist a One Percenter if you will
  • Kulmala doesn’t want a silly deal with the goblins
  • Morholt, earth elemental city, has troops; Could be mobilized against the darkness, but king is sympathetic to populist movement; Kulmala is seeking a revolution.
  • Secure forces of the king, Kulmala would reward us with riches. Seek the king’s blessing to utilize the troops.
  • Do what ever it takes to get the king to leave troops with us.
  • As Bartleby, Nara, and Tero tour the goblin warrens
  • Bartleby discerns realitiesconcerning his upcoming battle.
    • What should I be on the lookout for? Reshaping the ground
    • What here is useful or valuable to me? Slow moving; stuff behind them catches them off guard
    • What here appears not to be what it is? There appears to be a central component about an earth elemental
  • During the tour, the baby dragon starts a fire in the kitchen. Nara barks some orders using the following custom move:
    When you tell the goblins what to do...On a 10+: Pick 3
    On a 7-9: Pick 1
    - They do it.
    - They don't fuck it up.
    - You don't have to hurt them.
    Roll + Str
  • She successfully commands the goblins.
  • Tero explains that there are devious and cunning factions within the city of Morholt
  • A little bit of Spout Lore from Ovid concerning the deep dark dragonLong ago in the times of myth and legend. Dark dragon Arja – formed from the dark energy summoned from the dark stones, power his black and ignoble heart. Reforging these stones in the dwarven forge to a weapon to defeat Arja.
  • The characters agree to journey, by way of the earth elemental shaping stone, to Morholt.
  • Only the earth elementals can bring the characters back.
  • Nara bestows Vizier status on the former goblin king.
  • And with that, the characters depart for Morholt.

Dungeon World, Google Hangouts, and Tabletop Forge

Earlier this week, the ever energetic Mark Diaz Truman contacted me about playing in a Dungeon World game via Google Hangouts and Tabletop Forge. He was trying to wrangle up the participants from our GenCon Dungeon World session to play.

Jareth the Goblin King

Jareth the Goblin King

We were able to get most of the players together and decided to continue with the characters we had played.

Humble the Thief, Nara the Rangress, and Dunwick the Bard.

We had tried to bring along a new adventurer, Bartleby the Fighter, but Travis was having extreme technical difficulties and had to sadly bow out.

We had a three hour window to play, and spent the first hour or so shooting the breeze, working through technical difficulties and rebuilding our characters. After that, we were off.

And Mark threw us quickly into action. We had been working our way deeper into the caverns, and had spilled into the Goblin King’s chamber – the token for the Goblin King was Jareth from the Labrynth, and someone drew a pretty red heart around the token.

Questions were flying, as Mark asked our characters how they knew certain things. Dunwick loves reading lots of trashy serials, Humble listens to Dunwick’s nighttime ramblings, and Nara recalls the traditional tales of her northern ancestors.

We were searching out a small shrine to return to the surface, and another relic that Nara would know when she saw it.

One question, in particular about the Goblin King’s shaman was fantastic – though I can’t recall if was actually a question – the “answer” however was Dunwick pointing and saying “I thought we killed you.”

Dunwick was referencing the previous session, the one at GenCon, which the heroes had dispatched a goblin shaman. Fantastic! Here was a recurring foe, now stitched together through some foul magic.

With some quick parlay and some leverage, Dunwick was able to convince the Goblin King that we were going to usurp his throne, a contraption assembled from numerous traps that required sitting in it just right.

The Goblin King agreed to abdicate…if one of us could sit in the thrown without triggering the trap. Humble determined the traps, but being Evil sought to shift blame/danger onto Nara – after all she had evidence of Humble’s crimes.

Nara succeeded in sitting on the chair and became the new Goblin King – and Jareth accepted the terms. Nara also noted that amongst the treasure was the relic – a dragon egg – which we soon learned required being surrounded by treasure to prevent it from hatching.

King Nara’s first challenge as leader was that an earth elemental envoy was demanding an audience. The conversation was interesting, as Mark spoke slowly, and at one point Nara spoke during a lull. The emissary admonished Nara for interrupting and continued.

Dunwick observed that the emissary spoke until his arms dropped, as if in a sign of completion. The conversation went on, and it was determined that the dwarves drove the elementals out of their homes and the goblins now resided in ancient dwarven tunnels.

Ultimately the elementals and King Nara struck a bargain – both forces were going to join and defeat the encroaching darkness. The elementals, however, were going to take the shrine back with them.

During the exchange, it turned out that Humble had looted the treasure, and the shaman had fled with the dragon egg.

Humble, Nara, and Dunwick gave pursuit, and chased the shaman to the sacred burial pit – a previously established fact created during play was Mark asked Dunwick how the goblins bury their dead.

The shaman descended, and Nara gave chase – Humble again sought to put another person in danger and again it was Nara in a scene eerily reminiscent of the first session.

The moves began cascading, as Nara safely descended, but overtaxed the rope, and it began to give. Dunwick and Humble held onto the rope but the shaman was now attacking Nara.

A gruesome and tense conflict occurred over what, by all appearances, was in fact a bottomless pit. Nara was biting the undead shaman; Humble had begun descending the walls but had torn open the pouch to his treasure and had to choose help or save the treasure. Dunwick was peppering the shaman with arrows.

Eventually Nara and Dunwick were able to dislodge the shaman. And as the shaman fell, a massive shadowy dragon maw, consumed the shaman and we learned of the deep dwelling dragon of darkness.

Observations

ROSES AND THORNS

Marked wrapped up the session by saying “I like to go over Roses and Thorns. Roses are for things that went well either in the narrative or at the table. Thorns are for things that didn’t go so well.”

Most everyone agreed that the technical issues were a thorn. I recall most of the roses being related to the parlay with the King.

My personal Thorn was that I had created a very disengaging thief. I was Evil and marked XP for shifting blame. I also had a bond that basically said “Don’t pull Nara’s skin out of the fire.” So I’m thinking how I can resolve that bond and move forward.

After all a disengaged character is really a sad thing.

Questions Concerning Game Master Moves

During our initial fight with the goblins, each of our characters were narratively engaged with the enemy. Characters were making moves. And at one point Mark had the archers, who were ready to fire arrows, unleash their arrows and do damage.

This was different from how I’ve normally run my games, in that moves only come as a response to characters. So this “And now you take damage, even though you’ve been making moves” felt different from my normal GM style.

From a narrative stand point, Mark had established the archers. The characters were dealing with foot soldiers in melee, so I believe he was well within his right to make a hard move. Though I’m wondering if there should’ve been a question asked during the melee – “The archers are pulling back their arrows to let fly…what do you do?”

This is a very minor point of contention, but does raise a procedural questions concerning combats with many participants. Superior numbers should mean something, and being engaged in melee while enemy archers take aim is likely a dangerous proposition.

There is also the challenging of making sure the “active turn” passes somewhat equally amongst the characters – so following up a “Hack n’ Slash” move with the question “You hack into the goblin but see archers taking aim at you…what do you do?” could result in a weird distribution of the spotlight.

Technical Challenges and Kudos

Poor Travis, booted from the table a few times, was unable to join us.

The beta version of Tabletop Forge served us well, but there were points in which the drawings did not appear to render for everyone.

Otherwise, having voice and video, along with a shared table top, proved more than enough for a great game of Dungeon World. Does Google Hangouts beat face to face gaming? No. But it sure is great to have played with people I met at GenCon.

I don’t know how much I would like a very grid-based game via Hangouts, but certainly the loose narrative style of Dungeon World works great.

And we have another session scheduled – and it looks as though we may have another from the GenCon game.

Dual Duel of Wits and Dangerous Stakes

Released

  • Chase, Margaret, and their sister Julia were released from Inquisitor Cedric’s captivity.
  • Peter received an order for a cake delivery in two weeks. An important client whom he couldn’t disappoint.
  • Margaret and Peter argued about leaving promptly to the family’s village…after all there was a wedding that needed to happen.
  • Eventually, Peter agreed to enchant the cake so it wouldn’t spoil.
  • Peter was going to extract the immortality essence of the slain imp, with the goal of enchanting the cake so it wouldn’t spoil until cut.
  • Peter worked diligently, while Chase and Margaret gathered information about the dwarf.

About the Town

  • Chase and Margaret learned the dwarf’s name: Brick.
  • Brick was marauding through all of the taverns, inciting destructive bar brawls.
  • With a bit of investigation they found the likely location of Brick’s next tavern.
  • Back at the bakery, Peter was successful in his extraction, enchanting, and baking. I can only imagine what the failed consequences of a failed enchantment would’ve been when using imp’s blood as a component.
  • That evening, Peter, Chase, and Margaret went out for a night on the town.
  • Peter, Chase, and Margaret decided to stake out each of the taverns.
  • Margaret worked to circle up someone who had been tortured by Inquisitor Cedric…and failed, invoking the enmity clause.
  • As the tortured man came into the bar, Brick also came into the bar.
  • Margaret quickly gathered her siblings to return to the bar.
  • Brick was drinking…Chase joined in the drinking…and Margaret approached the tortured man.
  • Margaret attempted to seduce the tortured man, which failed, but did increase her Will from B5 to B6.

Duel of Wits – the First

Margaret: “I want you to tell me everything you know about Cedric and work with me to bring down Cedric’s.”

The Tortured Man: “Eat something I cook then go away.”

Duel of Wits: Margaret vs. The Tortured Man
Margaret The Tortured Man
Volley Action Disposition Action Disposition
1 Feint 6 Obfuscate 11
2 Point 6 Avoid 11
3 Avoid 6 Point 11
4 Obfuscate 6 Obfuscate 11
5 Point 6 4 Rebuttal 11 9
6 Avoid 4 2 Rebuttal 9
7 Feint 2 Obfuscate 9
8 Rebuttal 2 Obfuscate 9
9 Obfuscate 2 Rebuttal 9
10 Feint 2 Avoid 9 6
11 Rebuttal 2 Obfuscate 6
12 Feint 2 0 Rebuttal 6

Compromise: Julie agreed to eat some of his food, in exchange for information about inquisitor Cedric.  She learned that he works directly under the regent, doesn’t go out, part of failed noble house, lives in the barracks with the guards. Of course the tortured man poisoned her.

Meanwhile

  • Chase is drinking with Brick Redguard, son of Clay, son of Loam (a bit of ancestral improv that I suggested).
  • Brick mentioned that Julia was at the bakery.
  • Brick was pushing drinks very fast. With Chase’s accelerated metabolism, due to his magic blue box, he was quickly knocked out.
  • We had an interesting exchange, how to resolve the poison Margaret was administered. Eventually we settled on opening “Resist Poison”, a Forte-based skill. The obstacle was OB3, doubled to OB6 for beginners luck, to resist the B7 wound.
  • Margaret failed her test by one, and took the Midi.
  • As Chase was collapsing into unconciousness, Margaret was convulsing from poison (stand and drool for 4 actions).
  • Peter attempted to pursue the poisoner but was unable to pursue in a timely manner.
  • As the siblings fell, the bar room situation began to degrade into a ruckus.
  • Peter and Margaret attempted to move Chase, but in their weakened condition were unable to extricate him.
  • Margaret and Peter solicited the help of some passerby’s, succeeding a Resources linked test, then persuading them to help.
  • With some stranger’s help, they managed to drag Chase back to the bakery.
  • Peter, mustering all of his apothecary and herbalism knowledge, along with Margaret’s Guts-wise, were able to treat the Midi wound, but it would be 9 weeks until it fully healed.

A Sort of Homecoming

  • Brick arrived early in the morning and drank copious amounts of coffee.
  • Brick would travel with the family to their home, to ensure that Julia was delivered.
  • Margaret opted to commandeer Chase’s blue box on the theory that time passes twice as fast for the wielder.
  • The siblings cajoled Claudio into traveling with them…apparently he missed conversing with others.
  • The trip home passed uneventfully.
  • Once home, the siblings looked up Julia’s fiance, William.
  • William was excited to see Julia…but delicately alluded to his engagement.
  • The siblings, Brick, Claudio, and Zoe went to William’s parents.
  • Brick was diverted by Margaret insisting on him going to the tavern. Margaret forgot that the tavern was owned by her brother.
  • Realizing the problem, Margaret closed the store and attempted to convince her brother to close the store.
  • Brick intimidated Margaret’s brother into opening the tavern, and Margaret failed to block William.
  • Margaret quickly caught up with the others as they approached William’s parents
  • They were let in, and a horrific duel of wits began…fighting to marry off Julia.

Duel of Wits – the Second

Chase, Margaret, and Peter: William will marry Julia in a week.

The Groom’s Parents William will not marry Julia.

Duel of Wits: Chase, Margaret, and Peter vs. the Groom’s Parents
Chase, Margaret, and Peter The Groom’s Parents
Volley Action Disposition Action Disposition
1 Incite 9 Obfuscate 9
2 Feint 9 7 Point 9
3 Point 7 4 Point 9 5
4 Feint 4 Feint 5 4
5 Obfuscate 4 Dismiss 4
6 Point 4 Point 4 0

There was insinuation that each party had staged Julia’s abduction, that family honor had become diluted with each passing generation, and that William had chosen Julia. After inciting anger, lies, and horrible persuasion, William’s parents agreed that Julia would marry William, though her dowry would be increased.

It was an ugly duel of wits, with a relatively painless compromise. Now only if Julia and William hadn’t been privy to the whole duel.

Observations

The Duel of Wits created pivotal moments, as they should be.  Margaret found information vital to her beliefs, at the cost of a Midi wound.  Julia would be married, at the cost of a cordial family relation.

The Midi wound is a blessing for character advancement.  Margaret can now easily get Difficult and Challenging tests for advancement.

I am engaging in a careful balance of advancing Margaret’s Will, spending Artha on Will tests, and not opening Will-based skills. If this balance can be achieved, Margaret will be on the cusp of opening numerous Will-based skills at G3.

Liberating the Village only to Stumble into the Dungeon

Liberating the Village

  • The characters agreed to march into the town and confront the restaurant owner, whom we all believed held the village under mental control.
  • The characters had a hostage, whom we let go.
  • Upon arriving the village, a large mob of quasi-catatonic villagers followed us to the restaurant.
  • We didn’t really have a plan.
  • The kitchen was guarded by two quasi-catatonic unarmed villager thugs.
  • Peter attempted to go into the kitchen, but the guards blocked his way.
  • Margaret approached, attempting to flirt with them, but was thrown to the ground…I was hoping they’d throw a punch or something.
  • At this point, we were considering rushing the kitchen, but the mob was entering the restaurant…we thought they had remained outside, but the GM clarified
  • Peter began using his wand to stack chairs and obstructions so no more villagers would come in
  • Chase (PC), Ryan (NPC), and Zoe (NPC) was keeping an eye on the situation, with bows drawn.
  • Margaret brushed herself off, and pushed her way past two men (B4 Power vs. B5 Power, and Margaret won).
  • Margaret burst into the kitchen, and barricaded the door.
  • In the kitchen, an assistant and the cook were preparing a stew.
  • Margaret approached the cauldron, hoping, with touch of the ages, to determine more…it was 35 years old (B4 Perception with 1 Success).
  • Margaret helped chop some of the meat.
  • Margaret conversed with the cook, and knew he was up to no good…he didn’t know the name of his assistant.
  • Margaret left the kitchen, and as she was leaving, drew her dagger…never turning back.
  • Margaret opened the door, and turned.
  • The cook cast “The Fear” affecting the assistant, Peter, Margaret, and two serving maids.
  • Peter was immune, and Margaret made her Steal test.
  • Margaret threw her dagger, missing.
  • Peter cast “Spark Shower” and inflicted a B9 on the cook…he took a Traumatic wound and was down.
  • The restaurant erupted in a bit of a panic, apparently the spell wasn’t yet broken.
  • Several attempted to grab Chase, but he narrowly escaped.
  • One of the guards attempted to grab Margaret, but she squirmed away.
  • Another guard punched Peter, inflicting only a glancing blow.
  • Margaret got away, turned, and cast “The Fear” sending her pursuers away.
  • Then mercilessly Margaret disemboweled the cook, breaking the spell.
  • Margaret found a few rings on his person.
  • There were several cookbooks, several of which were very unsavory, and magical in nature.
  • Margaret and Chase ransacked his quarters, and didn’t find the cook to be part of any grander plot.  They did find a huge chest of gold.
  • Margaret and Chase gave a non-to-convincing oratory about restoring the village, and distributed the wealth evenly…after all who knows who’s money all of it was.
  • Peter discovered that the cook was named Dormond Rheinholt…and was using people as part of the ingredients.
  • The mayor’s wife was asking around about her husband, and though the characters weren’t able to find his remains, they did know his fate.
  • Margaret and Chase consoled the mayor’s widow, though eventually Margaret verbally confronted her with some Ugly Truth, saying that the widow would need to move on quickly, because that money wouldn’t last.
  • The characters then departed the town, to make their way home.

Returning from Whence We Came

  • As they approached the border crossing, Margaret and Chase attempted to disguise themselves, but without proper tools and training, were only nominally successful…there was an outstanding warrant for both of them.
  • Passing through the border fortress, Margaret was noticed, as was Chase.  Margaret surrendered after she refused to doff her shirt.
  • Margaret and Chase were detained, though Peter, Klaudio, Ryan, and Zoe were free to go about their business.
  • Peter insisted on staying with the wagon, and threw his wife’s family name around, attempting to verbally bully the guards.
  • The border magistrate packed up Margaret and Chase to send them to the capital for questioning.
  • Peter made sure that Margaret’s crossbow and dagger as well as Chase’s sword and bow were brought along.

Falling into the Wrong Hands

  • The characters arrived in the capital, Peter went home to his wife; Klaudio to his store; Ryan and Zoe joined Peter; and Chase and Margaret were thrown in the dungeon.
  • Margaret’s quarters were dark and dank amongst the murderers and rapists.
  • Chase had nicer quarters.
  • The inquisitor badgered Margaret and Chase for further information…Mack the Butcher, the Brotherhood, sorcery, murders of civilians, cult daggers, a marauding dwarf, and our sister.
  • Margaret learned the inquisitor’s name…Cedric the Inquisitor.
  • After twenty minutes of the “in-game inquisition routine,” Chase relented and gave a mostly complete recounting of the exploits.  He learned that the dwarf was in the capital and that Chase’s other sister, Julie, was being held in the capital.
  • We wrapped up the session…and everyone was awarded a Deeds point for liberating the village.

Session Wrap Up

I modified Margaret’s beliefs…”Inquisitor Cedric must pay for what he has done to our family. I will get the dwarf involved in my revenge!”

Margaret now has the requisite Deed point for Grey shifting her Will.  I will be pounding on this mercilessly, so I can Grey shift the stat before I open many of her Will-based skills…and here-in lies another aspect of the game.

Thus far, I’ve spent 9 Fate, 4 Persona, and 2 Deed points on Will.  I’m clearly going to need to open-end every Will test that I make.  And if I’m going to have enough Persona points, I’m going to need to make actionable Beliefs…and revenge is very actionable.  Time to find a dwarf and work hard to convince him to help in my revenge.

And in pushing for a Grey shifted Will, Margaret is going to become a dangerous social combatant…which is not the direction I thought she’d go when we first started the campaign.  Of the three player characters, Margaret is by far the least capable of influencing and affecting others.  She has however proven indispensable with her powerful divinations.

…And Finally, Bloodstone

See my previous session notes concerning our ongoing Bloodstone campaign.

Village of Daedmyr

  • Holden is unconscious from a Forte tax.
  • Menas and a handful of dwarves look for their wagon. It is broken beyond immediate repair.
  • Menas finally pays the dwarves, making an Ob 5 resource test.
  • Kruder is noticing that Katie is throwing herself on Remy.
  • Kruder confronts Katie with the intent of making sure she doesn’t do something foolish during her mourning of Oban.
  • Kruder makes an Ugly Truth with Coarse Persuasion FoRK – the consequence is alienating Katie. Kruder almost succeeds, but can’t muster enough successes.
  • Katie slaps Kruder then storms off and throws herself at Remy.
  • Remy and Katie go for a walk, and Remy is hesitant but eventually he gives in.

Village of Skeld

On the border between Arcata and Bloodstone. The village of Skrech is comprised of a fortified manor, several permanent structures, numerous tents, an overflow of people, bodies being buried, buildings burning, and a standing mercenary troop. (This was generated via my Random War-Time Village Generator – harboring a neighbor village, raided 1 hour before arrival, plenty of supplies, paying for a mercenary troop, plus a few secrets).

  • Crispin, Menas, Holden, and Remy were going into town to purchase supplies, a wagon, and a bow for Lady Gwen.
  • Holden was going to disguise himself as a younger man – And fails his Sorcery
  • Garbled transmission and a restless dead rises from the bushes. Most everyone failed their Steel tests, except Menas.
  • Not missing a beat Menas delivered a B13 wound to the restless dead. In hindsight, should have one of Holden’s dead students from the college rise and seek him out.
  • Holden again tried and succeed G7 Sorcery vs. Ob 3 should be a cinch.
  • Upon arriving at the village, the mercenaries exact a toll – 60 pieces of silver (Ob 3 resources), of which Menas had no problem paying.
  • They made their way to a general store and began negotiating for supplies.
  • Menas tried to eavesdrop on a conversation between two patrons of the shop, but they noticed and left (The player called for a Whispered-Secrets-Wise. The consequence would be that the entity in the village would find out. Menas failed the test).
  • Remy, with soothing platitudes, unsuccessfully haggles with the merchant that also engaged in flowery banter.
  • Menas succeeds at a Resource test (Ob 6) to purchase Carriage Wagon, Hunting Bow, and Supplies.
  • Unbeknownst to Menas, Crispin, Holden, and Remy, they were being followed back (This was the direct result of the failed Whispered Secrets-Wise).
  • Menas, Crispin, Holden, and Remy made it safely back to camp.
  • Kruder, having set up a camouflaged sentry was about to break cover when he noticed a huntsman sneaking through the woods.
  • The huntsman noticed him as well.
  • Menas had a crossbow drawn and pointed, while the huntsman only had an arrow nocked.
  • They stared for a bit, then the huntsman dove as Kruder let fly.
  • I gave the huntsman a Speed test to add to the Ob for the Crossbow shot – I figured Ob 3 for the woods +1 Ob per two successes by the huntsman was reasonable.
  • Kruder’s shot was true and delivered a B11 – he was bleeding.
  • Hearing the twang of a crossbow and a thud, the others quickly came to the scene.
  • Lady Gwen worked to save the huntsman, but her skills failed her.
  • Menas wanted to scavenge up some papers – I couldn’t think of anything interesting on failure, so I gave them a map of the Bloodstone vale, including the bandit camp.
  • Clearly they weren’t going to be going back through town. I called for an Orienteering test Ob 2 to skirt around town without being noticed. They failed.

Range & Cover

  • They stumbled into a clearing, and 8 mercenaries in the fields armed with light crossbows took notice.
  • The guards were under the impression that there was a wagon with about 5 people.
  • We dropped into Range & Cover – Matt quickly explained this to Aidan. They were talking about withdrawing.
  • Menas instead chose to split the group.
  • Menas, Crispin, and the dwarven mercenaries would provide rear guard.
  • Kruder, Katie, Dellen, Holden, Dragan, Remy, Brandon, Garlin, Garvin, and Lady Gwen would flee.
  • The mercenaries scripted Close, Close, Charge – They were hoping to fire some crossbows, then finish off the remainder.
  • Menas scripted Withdraw, Maintain, Charge – He wanted to fall further back into the woods then let the opposition come and finally engage with superior forces.
  • Kruder scripted Withdraw, Withdraw, Withrdaw – He needed to ensure everyone was out of the way.
  • Kruder and company managed to escape while the mercenaries beat Menas in the first exchange and rained arrows, however, Menas in his dwarven mail was unassailable.
  • Menas plan worked, and they inflicted some light damage, but the mercs hesitated.
  • And then the dwarves charged and it was mostly over – I called for a Tactics Ob 2 for clean up of inferior forces. Menas failed and one of the dwarves suffered a Traumatic wound.
  • Lady Gwen immediately rushed to tend to the wounded – but the dwarves had finished them off.

Enroute

  • Holden notes that Crispin has been eating lots of meat.
  • Holden attempts to use Second Sight, but is unable to determine if anything is wrong – Jaron should’ve petitioned for a few FoRKs.
  • Lady Gwen, Remy, and Dragan were conspiring to open the letter from Brother Kevin of the Fendowns, a priest of Ilmater.
  • Menas grabbed the letter from Lady Gwen, and opened it (Opposed Speed tests, Menas succeeded)
  • Kruder threatened Menas then bashed him, grabbing the paper and giving it back to Lady Gwen (Brawling vs. Speed).
  • Lady Gwen proceeded to read the letter aloud.
  • The letter’s contents made mention of sacrilegious texts sent by Abott Aldric of Bloodstone, a boy named Elven who showed signs of true faith. The letter was gracious for the other true religious texts of Ilmater.

Bloodstone

Clearly a village that has seen better days, the village of Bloodstone is run down. The walls are in disrepair, the gates are broken, the villagers are without hope.

  • Katie immediately, throws coins to the innkeeper, and drags Remy to a private room.
  • Lady Gwen and Holden go to the abby and speek with Abbott Aldric.
  • Lady Gwen stretches the truth saying brigands took the letter and opened it.
  • Holden calls her out.
  • Lady Gwen recants, and gives the letter to the Abbott.
  • The Abbott asks if Lady Gwen read the letter.
  • Lady Gwen lied, and was caught by the Abbott.
  • The Abbott insisted Lady Gwen seek penance the Ilmater way – self-flagellation (Lady Gwen has an ongoing +1 Ob until the next day).
  • Dragan is flirting with Lady Gwen.
  • Dragan reveals his holy Illumination of Lady Gwen – created with masterful detail (4 successes).
  • Lady Gwen gives her valiant lover a kerchief – And thus the chivalrous love blossoms.
  • Squire Marlen, a 60 year old man, is grandfather of Garlen and Garvin. He is the squire of Baron Tranth of Bloodstone.
  • Squire Marlen thanked Lady Gwen for her tending to Garlen, and offered any future assistance
  • Menas learns that since the Bloodstone mines were abandoned, there is little contact between the neighboring dwarves.
  • Holden learns of Instructor Jeffry, a member of the college, who was last seen with the dwarves to the north.
  • Lady Gwen and Katie have a conversation about Remy being so wonderful.
  • Garvin is dressed up in finery and invites the characters to dinner with the Baron.

We ended the session with the characters preparing for a formal dinner with Baron Tranth.

End Session Procedures

Artha Awards

We wrapped up by going over the Artha awards – prior to this session I’ve defaulted to giving 2 Fate and 1 Persona without much discussion. I warned the players that this would be the last session where we would have the default awards.

It turns out Aidan has been doing pretty well with Menas, though one belief needs refocusing. Savannah simply needs to refocus her beliefs, and she will knock it out of the park. Matt needs to tweak his beliefs a bit to reflect the current state of the narrative. Jaron and Joe are having the hardest times with their beliefs as they put most of the work on me, a busy GM managing a host of NPCs.

Trait Vote

We did a quick trait vote and handed out character traits to everyone. Menas is impulsive. Kruder is watchful. Remy is honey-tongued. Lady Gwen has a healing touch. Holden is counseling (though Trustworthy may be better).

Changing Beliefs

Lady Gwen changed her belief from a very passive belief to “I will be the religious leader of Bloodstone by telling everyone of Abbott Aldric’s vile books.” I like it a lot. Lady Gwen told a lie, got caught, and is throwing a gigantic tantrum – one that will rock the faith community of Bloodstone. Then again, Abbott Aldric may need a kick in the pants.

I encouraged others to review their beliefs and ask me for some help. I want to hear the wheels humming!

Players, did I miss anything?

Observations

And Time Passes

After my conversation about advancing the timeline, I wanted to make sure that the characters arrived in Bloodstone.

All said, this session spanned 8 days of campaign time; Since the beginning of the campaign 12 days have passed.

Questions

I used a handful of pointed questions to provide a bit of flavor for the trip. By preparing and asking questions, I believe I was able to help the players get into their character’s minds and respond accordingly.

This bit was inspired/borrowed from Robert Bohl’s “Mispent Youth“, and D. Vincent Baker’s “Apocalypse World

Scavenge

I need to read up a bit on Scavenging and spend some time thinking about what to do about it. Any advice from fellow Burners?

Consequences of Failure

Everyone was pounding on this, making sure that a test had the appropriate complication. Matt in particular was asking what the consequences were. While I welcome the request for consequences, I need to push back and ask “What is your intent and how are you achieving it?”

Garbled Transmission

As I was writing the session report, I realized what Holden’s garbled transmission should have been…a sense of forboding followed a few days later by a restless dead finding Holden’s room…the restless dead would be a student that in part blamed Holden for his death.

Range and Cover

I’ve been leaning on Range and Cover, so I need to brush up on the rules of engagement. I’m really enjoying it, and was proud that Aidan stepped up and scripted what turned out to be both a brave and brilliant tactical decision.

Border Crossing and Culinary Explorations

After a long hiatus – 2 months – we returned to our Butcher, Baker, Candlestick Maker campaign.  There was a lot of rust, and the session sputtered to get going.

In the Homeland

  • Chase and Walt reported back to their station.
  • Chase was able to convince his superior of the outlandish happenings.
  • Chase was given leave to pursue more information regarding his family.
  • Walt was ordered to stay behind.
  • Chase requisitioned a crossbow for Margaret.
  • Margaret and Peter purchased gambeson armor. They didn’t want to chance a leather purchase.
  • Chase, Margaret, and Peter were reunited with no delay.
  • They approached the border and were questioned – there was a warrant based on their description – prominent scar.
  • Chase, ever the smooth talker, was able to convince the border patrol, that we weren’t who they were looking for.
  • The other border guards interrogated us, but were letting us through with little challenge.
  • Peter learned about a new pastry – scones.  He was going to figure out how to make them.

In the Cromoniam Confederation

  • We traveled to a town where Peter learned the recipe for scones.
  • On this day, Margaret achieved her first Aura-Reading test – she now needs to learn Magesense.
  • Margaret was looking for a Tarot deck, relying instead on fresh chickens as her tools.
  • Margaret made her Ob 1 circles test to find – Yellow-Eyed Yolanda, a purveyor of divination devices. Unfortunately, she was in the opposite direction.
  • Margaret found a chicken and butchered it, and with the entrails divined that Ryan, her brother, was in a hamlet several days away.
  • Margaret attempted with the help of her brothers to cook that evenings meal – failure.  We all were food poisoned the next day (+1 Ob).
  • The next morning, Margaret wanted to know more about her black glove so asked the portents what they were about 1 Persona + B5 Astrology Ob 4+1.  She failed – this may have been her first Astrology failure of the campaign.
  • With another day of travel, they arrived in the village and were met with a strange vibe.  The town had something very odd going on – people were somewhat trance-like.
  • Margaret, Peter, and Chase attempted to secure a room for the evening – and failed.  Reducing Chase’s taxed resources from B3 to B2.
  • As we were walking around the town, Margaret noticed an arrow fired from within the woods.
  • Margaret, Peter, and Chase debated for a bit on what to do.
  • Chase would sneak up and find out what was going on.
  • Margaret would remain outside with her crossbow.
  • Peter and Claudio would go to the restaurant and eat lunch.
  • Chase sneaking into the woods found his brother Ryan and another women.
  • There was a bit of exposition concerning the various families that have guarded the realm – but more importantly to not eat the food in the town.  People would go there and never leave.
  • Chase hurried back.
  • Meanwhile Margaret was waiting outside and the streets were empty during mid-afternoon.
  • In the restaurant, Peter and Claudio were working out that something was very odd.  It was empty.  There was no soup prepared and the owner was lying to them about there having been a festival and everyone was out of money – this was contrary to what another villager had said.
  • Peter and Claudio made their exit.
  • Peter, Claudio, Margaret, and Chase left the city and made their way to where they could meet up with Ryan.
  • They then went off of the road on some wooded trails – failing to cover their tracks.
  • Ryan claims to have been gone for 4 months, while according to our timeline he’s only been gone for 1 month.
  • We went to the camp and talked a bit.  There is debate about whether we should return home or find out more about the small village.
  • A boy, in a trance approached, having followed us.
  • He refused to talk with strangers.  So Margaret thought she’d use Phantasmagoria to conjure an image of the woman she had talked to from the village.
  • FAILURE - And she summoned an Imp – who recognized us.  It crept away. Margaret shot at it but missed.
  • Peter stepped up and breathed a gout of flame that would’ve slain most men – but the imps leathery skin protected it.
  • Chase fired and again it’s skin saved it.
  • We dropped into a Range and Cover as the imp tried to skitter away – but Chase is dangerous in that arena and we managed to incapacitate the Imp with a Midi.
  • We regrouped and debated a bit more about our next course of action…it sounds like we are going to find out what is going on in the town.

Observations

Thusfar Margaret has advanced her B2 Astrology to B5 – it is the work horse skill – via tests related to her family.  Of these tests, the majority have been related to finding her family (OB 3s and OB 4s).  She has yet to fail those tests.

We are leaning heavily on Astrology as a means of gathering information about things that would be very hard to find out otherwise.

We need to work a bit on our procedures. Namely stating Task and Intent as well as making sure we know the consequence of failure before hand.  There are a few too many failed tests that don’t have consequences.

Bloodstone Session #4

Here follows the raw notes I have concerning the 4th session of Bloodstone.

Leaving the Fendowns

  • Lady Gilliam releases the party from their obligation.
  • Menas pursues orcs fleeing to a neighboring village on rumor that Felix is there. Menas calls off the pursuit as the village has too many hostiles.
  • Lord Tomson is left in the care of the church of Ilmater.
  • Lady Gilliam agrees to part with Lord Tomson’s warhorse — he won’t be using it.
  • Brother Robert gave Lady Gwen a letter to deliver to Abbot Aldric.

Figuring Out How Many Horses They Needed

  • As they are traveling, they opt to avoid Daedmyr — It is home to Lord Tomson
  • They agree that they need more horses for scouting both ahead and behind.
  • Menas begrudingly parts with some of his wealth; Menas wanted to produce a bag of silver for Remy to purchase horses. The test was B3 vs. Ob 2, but due to his greed this became an Ob 3 — Converting his much needed routine test into a difficult test — and no one was willing to risk their resources on a failed roll.
  • After a rather heated argument about who is going into town and with what money, Remy and Holden head into town on one of the horses. They are going to buy another riding horse for scouting.
  • Arriving in Daedmyr, they see another massive warhorse (likely Felix’s warhorse). They approach the inn with caution, but Remy decides to circle up someone from the underground to help him out — Not a single success — sounds like an enmity clause to me.
  • Opening the door to the inn, Boris the Shiv turns and sees Remy and howls “You! You owe me money!” and draws a knife.
  • Remy, saying to Holden “Let’s get outta here” quickly flees.
  • Opposed speed tests (Remy, Holden, and Boris) – Remy is able to get away to their horse, Holden can’t get on the horse in time; Boris throws a knife at Remy, and misses (I gave the Ob 2 Throw test for Boris an additional +2 Ob based on Remy’s 6 Successes vs. 2 successes of Boris).
  • The thrown knife missed and Boris was drawing again — However, Holden was able to cast “Call of Steel” in time and successfully disarmed Boris. In the meantime, Remy was trying in vain to lift the old Holden onto the horse.*
  • Boris drew steel again and was again disarmed. Holden swooned for a brief moment but gained his composure (Forte taxed to 0, but the test raised it back to a taxed B1 Forte)
  • Boris, out of frustration, charged Remy, but Remy was able to position his horse and Boris slipped to the ground. Not wanting to get trampled, Boris crawled away and Holden was able to get on the horse and they fled.

Back at the Wagons

  • Meanwhile, back at the camp they all noticed some movement in the brush. Menas and a 7 of the dwarves advanced.
  • Traveling rather stealthily, they were able to get closer and determine there were about 5 to 15 orcs.
  • Menas had them flank their opponents but gave up their position.
  • Both sides charged each other and carnage ensued.
  • It looked like a potential blood bath – 12 orcs vs. 8 dwarves. Not wanting to bog things down too much, I called for a single Command test saying, each success would result in a mostly uninjured dwarf. Menas, calling up his Greed led the charge saying “This victory will be ours!” — An amazing 11 successes on 10 dice, and all the orcs were dispatched.
  • Using the Mythic table – I checked if any dwarves had sustained even a Light wound – and they had escaped without a scratch.
  • Curious about finding information – Menas scavenged for loot and clues. I gave the player (Aidan) the choice: Ob 1 would be find some wealth, Ob 3 would be to find evidence of Felix and his plans, Ob 4 would be both. He opted for an impossible untrained Ob 4 test. Failure!

But What About Daedmyr

  • In the distance they heard a loud commotion coming from the Daedmyr. There was concern that the village was under attack.
  • Menas rallied all the dwarves, leaving Kruder, Brandon (ally), Remy, Lady Gwen, Dragan (ally), Holden, Garlen (NPC), Garvin (NPC), Katie (ally), Dellan (ally) to guard the wagon train — a mixed bag of mostly lightly armed and armored characters.
  • Menas was going to approach the village to see what was happening. He approached near dusk – and saw a large contingent (50 or so) bandits and orcs being rallied by none other than Felix.
  • While Menas was approaching the village, Kruder would get the wagons closer to the tree line to better conceal them.

Abandoning Friends to Their Fate

  • Menas had again managed to approach quietly, and waited for the bandits and orcs to dispatch.
  • Felix commanded them to split into two groups and search for dwarves. Felix then withdrew into the village.
  • The enemies split and went separate ways leaving an open path for Menas to approach the village and ultimately confront Felix.
  • Menas approached the inn where Felix was staying and burst in.
  • Felix was talking with four other men who self identified as members of the Crying Man — likely assassins thought Menas. He rose and challenged Menas to single combat.*

Under a Rain of Javelins

  • Kruder and company tried to hide, but were found by one of the groups. We dropped into range and cover. The bandits split into two groups.
  • Kruder took command and wanted to get everyone on a horse so they could ride off to safety. The bandits, armed with spears and javelins wanted to engage in melee.
  • The first volley saw Kruder successfully hold their position. Everyone had their horses, and they managed to get a few supplies, but the javelins closed.
  • The second volley brought a rain of Javelins. The enemies won the positioning and threw five javelins. Garlin took a Traumatic wound, Kruder absorbed a few hits taking a Light wound, Dragan and Brandon’s armor successfully deflected the worst of it.
  • The third volley brought more javelins as the enemy engaged. Kruder took a Midi but otherwise the others were unscathed. A melee was about to start.

Throwing Down in the Inn

  • Menas accepted and we went into Bloody Vs. — I had thought about using Fight, but this would’ve been the first Fight scripted by Menas’ player, and I was running the Range and Cover concurrently. It would’ve been a bit much.
  • The first exchange resulted in a tie. No one was able to punch through. I’d give them one more Bloody Vs. to see if someone would emerge.

Attempting to Flee

  • Back at the grand melee, I had everyone make opposed speed tests. Each ride would make a speed test, with +3D advantage vs. B6 opposed speed. Kruder, Remy, Brandon, Garlin & Garvin, Katie and Dellan all succeeded. But Holden and Lady Gwen & Dragan’s horse had not escaped.

Death Comes to All

  • The second Bloody Vs. saw Felix land a Light wound against Menas
  • And Menas landed a Mortal Wound to Felix.
  • Menas quickly disarmed the Crying Men. They cooperated.
  • Menas looted Felix’s room, getting documents and a massive chest filled with gold.
  • While opening the chest, Menas felt ill — there was poison on Felix’s blade. Menas took a B9 (a midi).
  • The accompanying dwarves quickly dressed the wound to stop the bleeding.
  • Menas then took Felix’s horse, the other dwarves stole horses and they all left town.

Victory out of the Hands of the bandits

  • Kruder was going to turn around.
  • Holden attempted to cast a spell, but it harmlessly dissipated. He collapsed in complete exhaustion.
  • While the spell was being cast, Lady Gwen beseeched Ilmater to deliver them (Ob 8 Faith test). She rocked it with a Deed point.
  • And into the waning dusk the party retreated.

Confusion

  • Menas returned to where the wagons were, and seeing that it was being looted by bandits he fled into the night.
  • Out in the brush, Menas, feeling worse for the wear, cried out for Lady Gwen and Kruder answers.

And finally, the group was reunited, and Lady Gwen tended to the wounded Menas.