Dungeon World Campaign #2

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IceBear
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Re: Dungeon World Campaign #2

Post by IceBear »

bb2112 wrote:'Hmmm, I would volunteer my blood to see if that would open it, but I wonder if it needs Dwarf blood?" I examine the markings closer. I would like to make a knowledge check.
Ok, first tell me what kind of knowledge are you thinking about using and where did you get said knowledge. Then roll Spout Lore. The first bit of information helps me decide on the scope of my answer and what a failure might look like
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Re: Dungeon World Campaign #2

Post by bb2112 »

I am interested in what Remus has to say. I will let him answer first and then adjust my response accordingly.
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Re: Dungeon World Campaign #2

Post by Remus West »

IceBear wrote:Remus....I know that you did some stuff and I was waiting for more information on the world to answer. Would it be ok to retcon what you did and let you make new actions now (basically what the stones were going to tell you might have been colored by the halfling and dragon mage legends mixing). Since it looks like the decision is there isn't any mixing I will go with that but given the recent findings you might want to ask different questions or take different options
Not sure what stone would know (ie, how smart is its memory) but I would inquire about the eye and the blood.
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Re: Dungeon World Campaign #2

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Speak with stone +1, -1: 2D6 = [6, 1] = 7
With a touch you speak to the spirits within things. The non-living object you touch answers three questions you pose, as best it can.
First, pick a drawback
•  You draw unwelcome attention or put yourself in a spot. The GM will tell you how. •  Your casting distances you from your deity—take -1 ongoing to cast a spell until the next time you commune. •  After you cast it, the spell is revoked by your deity. You cannot cast the spell again until you commune and have it granted to you.
Then what three questions do you ask? If some of them will depend on previous answers we can do that one at a time
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Re: Dungeon World Campaign #2

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IceBear wrote:
Speak with stone +1, -1: 2D6 = [6, 1] = 7
With a touch you speak to the spirits within things. The non-living object you touch answers three questions you pose, as best it can.
First, pick a drawback
•  You draw unwelcome attention or put yourself in a spot. The GM will tell you how. •  Your casting distances you from your deity—take -1 ongoing to cast a spell until the next time you commune. •  After you cast it, the spell is revoked by your deity. You cannot cast the spell again until you commune and have it granted to you.
Then what three questions do you ask? If some of them will depend on previous answers we can do that one at a time
Oh...one more question. What does a typical demon in your religion look like and it's name
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Re: Dungeon World Campaign #2

Post by bb2112 »

IceBear wrote:
IceBear wrote:
Speak with stone +1, -1: 2D6 = [6, 1] = 7
With a touch you speak to the spirits within things. The non-living object you touch answers three questions you pose, as best it can.
First, pick a drawback
•  You draw unwelcome attention or put yourself in a spot. The GM will tell you how. •  Your casting distances you from your deity—take -1 ongoing to cast a spell until the next time you commune. •  After you cast it, the spell is revoked by your deity. You cannot cast the spell again until you commune and have it granted to you.
Then what three questions do you ask? If some of them will depend on previous answers we can do that one at a time
Oh...one more question. What does a typical demon in your religion look like and it's name
Um, I don't like that question...
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Re: Dungeon World Campaign #2

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What if they look like fluffy pink bunnies....fluffy pink bunnies with huge claws and sharp teeth....look at the bones....
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Re: Dungeon World Campaign #2

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Image
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Re: Dungeon World Campaign #2

Post by TheMix »

And now I'm really concerned about the direction this is heading... :wink:

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Re: Dungeon World Campaign #2

Post by Remus West »

A typical demon would take the form of a mange infested bear with at least one or two mutations. I have to get in the car and get to work though so the questions will have to come later today. Sorry.
“As democracy is perfected, the office of president represents, more and more closely, the inner soul of the people. On some great and glorious day the plain folks of the land will reach their heart's desire at last and the White House will be adorned by a downright moron.” - H.L. Mencken
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Re: Dungeon World Campaign #2

Post by Remus West »

IceBear wrote:
Speak with stone +1, -1: 2D6 = [6, 1] = 7
With a touch you speak to the spirits within things. The non-living object you touch answers three questions you pose, as best it can.
First, pick a drawback
•  You draw unwelcome attention or put yourself in a spot. The GM will tell you how. •  Your casting distances you from your deity—take -1 ongoing to cast a spell until the next time you commune. •  After you cast it, the spell is revoked by your deity. You cannot cast the spell again until you commune and have it granted to you.
Then what three questions do you ask? If some of them will depend on previous answers we can do that one at a time
What do they know regarding the symbol - who carved it there? What is it used for?

drawback is unwelcome attention
“As democracy is perfected, the office of president represents, more and more closely, the inner soul of the people. On some great and glorious day the plain folks of the land will reach their heart's desire at last and the White House will be adorned by a downright moron.” - H.L. Mencken
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Re: Dungeon World Campaign #2

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GM's Note:
Spoiler:
This is because you choose unwelcome attention
GM wrote:As you finish the spell and open your eyes to see the spirit of the stone near the engraving, you see, in the spirit realm, that sitting on the engraving is an amused looking demon. It appears, as all of its kind do, like a sick bear - it is thin like it is staving and it's fur has fallen out in clumps giving it a mangy look. Pustules and sores covers its body and growing from it's shoulders are a pair of giant fly wings. Underneath its sickly bear head is a dwarven head that is covered in pus and sores. It is from that head that a deep, contented chuckle issues. "Little frozen dwarf, it's been too long since I've had someone to play with.
In order to speak with the spirits of the stone, you will have to get rid of this demon. To make sure there's no misunderstanding, it's not physically here (it's not invisible)...it's simple its spirit.
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Re: Dungeon World Campaign #2

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Do all of us see it?
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Re: Dungeon World Campaign #2

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Madmarcus wrote:Do all of us see it?
No, because the cleric opened himself up to the spirit world to speak with the stone spirit only he can see it (unless the rest of you can somehow see into the spirit realm). He could choose not to deal with the demon and it won't be able to do anything to anyone, but neither will be be able to talk to the stone spirit
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Re: Dungeon World Campaign #2

Post by Remus West »

IceBear wrote:
Madmarcus wrote:Do all of us see it?
No, because the cleric opened himself up to the spirit world to speak with the stone spirit only he can see it (unless the rest of you can somehow see into the spirit realm). He could choose not to deal with the demon and it won't be able to do anything to anyone, but neither will be be able to talk to the stone spirit
Do I know how to get rid of a demon? Does brandishing my holy symbol carry any hope of success?
“As democracy is perfected, the office of president represents, more and more closely, the inner soul of the people. On some great and glorious day the plain folks of the land will reach their heart's desire at last and the White House will be adorned by a downright moron.” - H.L. Mencken
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Re: Dungeon World Campaign #2

Post by IceBear »

So you want to try to drive it off with your Holy Symbol? Ok, roll Defy Danger + WILL (I was going to use CHA for your force of personality but will use Willpower instead).
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Re: Dungeon World Campaign #2

Post by Remus West »

Rurgosh grasps the claw of the great child or Orso and invokes his holy name.
"Get thee game foul one. In the name of Orso Di Ghiaccio, get thee gone. Lest his great paw tear you asunder get thee away."
Defy Danger + Will drive demon away: 2D6 +1 = [6, 1]+1 = 8

(does this count as trial by combat - personal victory?)
“As democracy is perfected, the office of president represents, more and more closely, the inner soul of the people. On some great and glorious day the plain folks of the land will reach their heart's desire at last and the White House will be adorned by a downright moron.” - H.L. Mencken
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Re: Dungeon World Campaign #2

Post by IceBear »

GM Notes:
Spoiler:
Because you rolled an 8 I will take the "Tell them the requirements and ask" move
GM wrote:As you present your holy symbol you enter a battle of wills with the demon. You can dismiss the demon's spirit by increasing the force of your will but doing so will leave you dazed and confused until you get a few hours rest....-1 Will. However if you don't banish it right now it will attack your mind and you'll enter into another battle of wills
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Re: Dungeon World Campaign #2

Post by Madmarcus »

IceBear wrote:
Madmarcus wrote:Do all of us see it?
No, because the cleric opened himself up to the spirit world to speak with the stone spirit only he can see it (unless the rest of you can somehow see into the spirit realm).
That is what i figured but I could have envisioned a physical demon being summoned to bar the way also.
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Re: Dungeon World Campaign #2

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Madmarcus wrote:
IceBear wrote:
Madmarcus wrote:Do all of us see it?
No, because the cleric opened himself up to the spirit world to speak with the stone spirit only he can see it (unless the rest of you can somehow see into the spirit realm).
That is what i figured but I could have envisioned a physical demon being summoned to bar the way also.
And I can still see that happening :twisted:
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Re: Dungeon World Campaign #2

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To move things along I will assume Remus will choose to take the -1 WIS and banish the demon.
GM wrote:As the demon wavers in front of the cleric's faith and holy symbol it snarls and lunges its astral form at him. Before it can connect though the cleric draws upon his deep faith in his god and through sheer force of will shatters the demon's Astral form.

Catching his spiritual breath, the dwarf reaches out to the spirit of the stone. A rumbling voice speaks to you in the astral, "It has been a long time since a friend of stone such as yourself has been here. You ask your questions and the spirit of stone speaks..."The rock that makes this world has circled the sun hundreds of times since ancestors of yours carved these marks unto this stone. It is a door that they laid magic unto so that only the blood of your kind will unlock it and reveal the tunnels below.You have been in the spirit realm too long now and your grasp on it slips away, returning you to the physical
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Re: Dungeon World Campaign #2

Post by Madmarcus »

Similarly I will assume that Rurgosh tells what he learned.

"Rurgosh, at some point I need to talk to you about helping me find my master's teacher. He is a dwarf and perhaps he is known to the spirits you talk to." Ere turns to everyone, "We have orcs around us, a magical lake ahead, a halfling who seems to be involved in some magic, and an old dwarven gate. This dwarven mystery intrigues me so I would gladly put my search for the orcs on hold."
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Re: Dungeon World Campaign #2

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Dar speaks up "The dwarf mystery is interesting, but we need to finish resting (assuming we haven't already) and the lake is only going to be visible tomorrow night. I fear any delays to trying to get to the right general area."

(Sorry, away til tonight - board game day! of to try Twilight Imperium!)
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Re: Dungeon World Campaign #2

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Zenn7 wrote:Dar speaks up "The dwarf mystery is interesting, but we need to finish resting (assuming we haven't already) and the lake is only going to be visible tomorrow night. I fear any delays to trying to get to the right general area."

(Sorry, away til tonight - board game day! of to try Twilight Imperium!)
Honestly, there's no need to rest...sorry if I gave you the impression that it was. There were a couple of wounds but for the most part everyone was ok. The wind and cold was just the GM pushing you into this cave. Also, the lake is a legend. It might be true or it might not...that's still for the play and story to prove true or false.
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Re: Dungeon World Campaign #2

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"So we need the blood of a Dwarf to open the portal. Fascinating. Maybe we can find something interesting, and/or valuable down there. Dwarf, why don't you open those veins and let's see what we find.?" :twisted:
That's no reason to cry. One cries because one is sad. For example, I cry because others are stupid, and that makes me sad.
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Re: Dungeon World Campaign #2

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IceBear wrote:
Zenn7 wrote:Dar speaks up "The dwarf mystery is interesting, but we need to finish resting (assuming we haven't already) and the lake is only going to be visible tomorrow night. I fear any delays to trying to get to the right general area."

(Sorry, away til tonight - board game day! of to try Twilight Imperium!)
Honestly, there's no need to rest...sorry if I gave you the impression that it was. There were a couple of wounds but for the most part everyone was ok. The wind and cold was just the GM pushing you into this cave. Also, the lake is a legend. It might be true or it might not...that's still for the play and story to prove true or false.
Scratch the resting comment. But the finding the lake thing is still Dar's highest priority. "A legend it might be, but right now, it's the only hope I have of saving my forest. The tress... the animals... Furia... all them will die if I cannot find a way to save them."
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Re: Dungeon World Campaign #2

Post by Madmarcus »

Alright then. We keep going thrive the pass. An ancient Dwarven magical gate can stay shut for a little longer.
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Re: Dungeon World Campaign #2

Post by TheMix »

Now that we've warmed up, how far is it to the other side of the pass? It might be worth a quick scouting run. As long as we can return to the cave before it gets dark (and colder).

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Re: Dungeon World Campaign #2

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It's just another hour or so to where the "lake" is supposed to appear...according to ancient legend. Let's say it's 3pm right now, you should be through the pass to the location of the lake by 5pm, and the moons don't move into position until about 10pm tomorrow.
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Re: Dungeon World Campaign #2

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"Tarn and I should scout the pass ahead and come back. We can find a suitable camp area and scout around where the legends say the lake is so we can be ready. There will surely be others seeking the lake as well."
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Re: Dungeon World Campaign #2

Post by IceBear »

The hunter and ranger leave the group and travel to the rumored location that the lake is supposed to appear. While there are numerous sites to camp, there doesn't appear to be anyone else who has braved the journey to the area.

GM's note: This is a legend known to few and it's commonly dismissed as being a myth. Also, adventure types such as yourselves are rare and often looked upon as being mentally deficient :)
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Re: Dungeon World Campaign #2

Post by Zenn7 »

IceBear wrote:GM's note: This is a legend known to few and it's commonly dismissed as being a myth. Also, adventure types such as yourselves are rare and often looked upon as being mentally deficient :)
Intelligence: 8 - can't imagine where they'd get a silly notion like that!
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Re: Dungeon World Campaign #2

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When we return to the others and report our findings...

"I think we should go to <whichever campsite seemed best/safest> and make camp for the night. We can further explore the area tomorrow and verify there are no dangers lurking near by, rest in the afternoon and be ready for a late night."
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Re: Dungeon World Campaign #2

Post by IceBear »

Ok, I am going to skip a lot of time and stuff here....unfortunately, without having investigated the cave there's not much your going to be able to do with the "lake". GM hints were given and ignored :( There is still adventuring to do though, just maybe not this path.
The group moves their camp to the safest campsite that the hunter and ranger located, [Everyone one mark off one ration] The next day dawns clear and chilly as the group wanders the area looking for any possible threats or rivals. None appear and the day passes slowly and boredom sets in. The sun sets and both moons rise, full and high in the sky. About 10pm the moons conjoin and everyone watches the surroundings for sign of the legendary lake. Moments later a simmering blue light spreads across the ground nearby. Approaching cautiously the group peers into the light and sees.....the surrounding area, but more lush and green. People can be seen moving but despite calling out to them they don't seem to hear you. Their style of clothing looks...odd...and you recall drawings of people living in the area from hundreds of years ago wearing a similar style dress...it's almost as though you are looking into a vision of the past...before the Human Decline.
Edit: Sorry just moving things along. I know that this is breaking GM rules by dead ending a quest line but I am sure there are other ways to achieve it
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Re: Dungeon World Campaign #2

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IceBear wrote:Ok, I am going to skip a lot of time and stuff here....unfortunately, without having investigated the cave there's not much your going to be able to do with the "lake". GM hints were given and ignored :( There is still adventuring to do though, just maybe not this path.
The group moves their camp to the safest campsite that the hunter and ranger located, [Everyone one mark off one ration] The next day dawns clear and chilly as the group wanders the area looking for any possible threats or rivals. None appear and the day passes slowly and boredom sets in. The sun sets and both moons rise, full and high in the sky. About 10pm the moons conjoin and everyone watches the surroundings for sign of the legendary lake. Moments later a simmering blue light spreads across the ground nearby. Approaching cautiously the group peers into the light and sees.....the surrounding area, but more lush and green. People can be seen moving but despite calling out to them they don't seem to hear you. Their style of clothing looks...odd...and you recall drawings of people living in the area from hundreds of years ago wearing a similar style dress...it's almost as though you are looking into a vision of the past...before the Human Decline.
Edit: Sorry just moving things along. I know that this is breaking GM rules by dead ending a quest line but I am sure there are other ways to achieve it
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Re: Dungeon World Campaign #2

Post by Madmarcus »

IceBear wrote:Ok, I am going to skip a lot of time and stuff here....unfortunately, without having investigated the cave there's not much your going to be able to do with the "lake". GM hints were given and ignored :( There is still adventuring to do though, just maybe not this path.
...

Edit: Sorry just moving things along. I know that this is breaking GM rules by dead ending a quest line but I am sure there are other ways to achieve it
There was a way but oh well. I saw Zenn7's post about scouting ahead and thought that after the slow pace of posting yesterday I'd have plenty of time to reply. I was going to suggest splitting the party and having the fighter, dwarf, dragon mage and halfling investigate the dwarven gate while the hunter and ranger scouted ahead for a couple of hours. Instead I ran the hardware store and ran some errands.
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Re: Dungeon World Campaign #2

Post by IceBear »

Yeah...I was getting ready to ask everyone else what they were doing while the hunter and ranger was away but after the slow posting the past few days and lack of feedback from the guy with the blood (although he posted in another thread earlier) I figured I would just move things along. I will admit that being up all night on a page out made me lose perspective and made me cranky

That said, how do you all try to interact with the "lake"

Edit: I remember now what I thought of doing last time. Just creating a few characters not owned by anyone and just letting whomever posts next control the actions
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Re: Dungeon World Campaign #2

Post by Madmarcus »

"I did not put much faith in the legend but clearly it is real." Ere scoops some of the water into a bottle that had been previously holding some brandy. "I do not know if the magic will last but it seems like we should take the chance." He then gets an obvious thoughtful look, "During my travels I've heard of magic dealing with time; I fact we had one in a caravan once. He helped us get through the desert in one night but then we had to spend spend a solid week always waking up in that dammed oasis full of sand fleas. Nothing we did during the days mattered because it reset at night. I know he talked about contacting the past through magic."

Spout Lore
Ere remembers: 2D6 = [5, 6] = 11
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Re: Dungeon World Campaign #2

Post by Madmarcus »

BTW, after posting that I reread IceBear's info and I see that it isn't a real lake just a "pool" of light. Assume that Ere attempts to bottle it with a sort of "we might as well try" gesture and then starts thinking.
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Re: Dungeon World Campaign #2

Post by Madmarcus »

IceBear wrote: Edit: I remember now what I thought of doing last time. Just creating a few characters not owned by anyone and just letting whomever posts next control the actions
That makes certain things worse. One reason I didn't post before running errands was to give other people a chance after Zenn7 and I had spoken. I'd be more hesitant of taking over if I could actually take over everything.
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