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Apocalypse World Conventions Roleplaying

Big Bad Con 2022 – Games

Enjoyed two games at big bad con today. The morning game was Sleeper on Glass Mountain, a Dungeon World scenario. It was a very interesting experience, significantly different if feel from my previous play in Fresno. The scenario was very exploration focused for the first 2 hours (few rolls and no fights), a frustrating middle where we couldn’t figure out how to continue our progress, then some interesting fights and conflicts that we rushed to get in before the session’s end.

Breakdown: The Breaking Point was the afternoon game. We made a tight squadron of paramedics, each with important challenges that threatened to derail our characters. The game started with a bang, with three of us coming off our third day of work, but staying after as a nearby school called in a three alarm fire – the chemistry lab exploded and the nearby wing had partially collapsed. So, exhausted, we rushed out to the school and split into two groups – to save children from the collapsed rubble of the school wing, and rescue another class from the burning chem lab. The rescue was a success, though we paid physically and emotionally. We then dealt with all of the messy drama that went along with trying to juggle lives alongside our work — for example, my character had to cancel taking his mom to her doctor’s appointment when the call came in… and woke up in the hospital, where Aunt and Mom were picking Kareem up… instead of the reverse. Great characters emerged quickly from play, and the tension only built as we put aside obligations to fill the short staffed positions…
(Breakdown is hoping to get a short print run to IPR for fulfillment this holiday season.)

Friday night, I went to games on demand and got to play Wildsea. It’s an interesting Forged in the Dark game with a few minor rules changes… But really, it’s all about the setting. It’s a deeply weird post apocalypse, but this apocalypse was the greening – trees a mile high have grown around the globe, blanketing everything.

It’s a fascinating world to explore, reminding me positively in many ways of Scum and Villainy. The setting is deeply silly but played straight; like the ships draw themselves through the tree tops with immense chainsaws, some of the PC races are a collective of spiders in a people suit, humans from our era who were trapped in amber and awake to this strange world, cactus people and more. The art is beautiful and evocative.

Saturday morning I played the Alien RPG, Hope’s Last Day. A great table, including an awesome android, Holroyd, who staved off a grizzly end for us many times, boldly throwing themselves in harm’s way to save the doomed colonists. The ending was bittersweet, in part because of a sleazy betrayal (by my character) at the end… But it felt very true to the universe.

Last Fleet: Cold War was probably my favorite game of the whole convention. It was very Battlestar Galactica in setup – full of juicy drama (and drama atop that!) , but it was really my fellow players who made it sing. We had dueling Admirals, an overwhelmed CAG who woke up in the bed of the Chief Engineer to kick off the game… plus family drama and hard decisions. The Corax were implacable, ambushing us at exactly the wrong moment… but trusting our corrupted Corax clone was the right decision when our foe ambushed us out of hyperspace while we were squabbling…
Really, I was a pure pleasure to be at the table. Our characters were mostly generated, with a few picks required to finish them off, and with some links to other characters already generated. We introduced our characters to each other in character… whew! And made up extra NPCs to share, who really had vibrancy from the word go – and totally messed up out lives. I played the President, and I still feel guilty about blowing my top and alienating my awesome Chief of Staff Julia…

Sunday morning I played The Dawn Of A New Era / X-men, a Tokyo Brain Pop system. We joked an hour in that we were playing a Spring Beak Issue, since we broke the power grid at the fence and got a trip to Savage Island resorts while the repairs were made. The system was a little too simple for my tastes, but the characters we made were fun, and the asides about the various “Professors” from the Xavier School who were chaperoning reflected a lot of love and lore from my fellow players.


Categories
Apocalypse World Game Group Roleplaying

Dungeon World: August

We are led by Skitterfly and Mefecil, the lieutenants of the Blackcoats and Conglomerate and come across a smoldering battlefield.

Thelian scans the battlefield, trying to identify the conflict and any current threats. The battlefield was abandoned by the forces a few weeks ago, though there’s smoldering still going on. Many fallen are blackcoats, but others are in mail without Conglomerate or Blackcoat markings.

Skitterfly curses “dammit”. Smoke roils across the battlefield, resolving into a animate suckerfish of smoke. 

Daelwyn asks what it is. 

“It’s a canker-knight”, replies Skitterfly. ”Have you not heard the tales of the canker-knight?” The smoke form sinks into the bloody battlefield and fills fallen suits of armor with living smoke. Three smoky forms wrapped by armor from the battlefield rise from the ground, draw blades and charge!

Thelian calls for Lt. Skitterfly and Mefecil to cover his flanks as he charges toward to smoke filled armor. Skitterfly follows a few paces behind, but Mefecil retreats behind his companion Snailo.

Raumoko takes human form and calls on Daelwyn to boldly fight; Daelwyn draws his bow and fires a volley of several arrows, peppering one smoke creature seriously but not fatally.

While everyone is distracted, Jess’s bolo from the edge of the treeline takes down Ubagork (Lt. Skitterfly’s henchman), who topples.

Thelian’s charge brings him close to the large armored smoke leader; he dances just out of the foe’s range. Thelian stabs his spear into the smoke glimmering in the joints between the great creature’s armor plates. Thelian’s ancient spear head shines pink as the smoke snares on the head. He drags the smoke out of the armored form; unnaturally, the smoke clings to the spear tip. But the armor falls, and the smoke dissolves, wisping away from the glowing spearhead. 

Jess rushes forward, striking the fallen Ubagork while it’s tangled; it’s grievously wounded and half sawn through, but mushrooms don’t bleed right.

The smoke of the last Canker-Knight creature begins flowing out, rattling nearby armor as it moves to animate a fallen giant’s armor. But Thelian strikes hard, stabbing the exposed smoke where it writhes outside the armor; pink glowing around the spear head; again drawing out the smoke. The battlefield armor ceases rattling and falls still, but combat continues between the band and the escorts.

Daelwyn pivots and fires his arrows at Snailo by surprise; Snailo’s shell turns aside just enough of the shot to barely keep its life.

Mefecil shouts about the contract, that the attack is unlawful. Jess volleys daggers at Snailo, who topples to the ground, shrinking and withering to the salted coating, dead.

Thelian calls for a truce, but is ignored; he’s citing an old form. (+1 XP)  Mefecil sneers, “cast down arms like the fallen Queen?” and strikes at Daelwyn. Daelwyn turns and flees, rushing to Thelian for protection.

Skitterfly’s eyes trace Ruamoko’s form for weakness; Ruamoko presses his hands together, his tattoos flash bright and blue, smoky ash clings to him as he begins calling on the volcano spirits to strike Skitterfly.

But Skitterfly is deadly fast; his moth wings unfurl as he leaps at Ruamoko. Skitterfly stabs Ruamoko in the chest before he can complete his spirit call. Ruamoko’s eyes fade from lava red to obsidian as smoke boils from Ruamoko’s wounds, and ash expels from him in a broad cloud. Ruamoko coughs as the ash afflicts him strongly, ash stings the eyes of all the combatants and reduces visibility for everyone to less than an arm’s length.

End of Session:
+1 XP for inspiring Ruamoko to show his contempt for civilized contracts
+1 XP for “protecting those weaker”
+1 XP learning about Thundering Steel’s embargo
+1 XP Learned about rites changing in Thundering Steel
+1 XP Overcome Canker-Knight = +6 Thelian this session

Dungeon World 8/23

Darkness, borne of smoke and flutters of ash settle on the battlefield. Everyone staggers, the ash concealing their opponents of a few breaths ago.

Thelian wipes away the caked ash and stretches his senses, (fails +1 XP on Discern Realities check), spying 2 glowing red eyes that float through, stirring the ash. Thelian sweeps at them reflexively, but the spear slashes through without resistance.

Mefecil calls out in panic, slashing his spear, “where are you?” Jess lurks in the nearby ashen shadows, unseen, and strikes at the many-eyed. His knife severs several eye-stalks, but Mefecil doesn’t fall. They square off; as Jess darts in, taking a serious slash in the side from Mefecil’s spear, but his dagger sinks deep in the foe, who shudders and falls, its many eyes stare sightlessly.

Daelwyn seeks out Jess in the ash cloud, calling “Let me take a stab at that,” but is blindsided and shouldered to the ground by Ubagork (who remains bound). As the mushroom beast lines up to smash Daelwyn’s head in, Daelwyn calls out “Umami!”.

Ruamoko runs through the mist, seeking out Daelwyn and Ubagork. Ubagork looms overhead, while Daelwyn is smeared in ash underfoot. Ruamoko still streams ash from his wounds, looking almost like an elemental with glowing lava like eyes; Ruamoko slams his taiaha into its chest and it falls together into the ash beside Daelwyn. Daelwyn calls out “Thanks Ruamoko! He was not a fun guy!”

Thelian calls a challenge to the red eyes; stabbing his spear forward. The spear head sticks in the nearby mass, a blow scored. The spear begins to glow and smolder, burning Thelian’s hands. Thelian’s spear sears hot and glows like molten metal… 

Daelwyn strums mightily and the sound thrums out, as almost visible concentric circles, guiding him and Ruamoko through the falling ash, the sound waves opening a clear space, exposing the melee of Thelian and the fire spirit.

Under the sounds of chaos, Jess positions himself carefully, sinking into the ashen shadows and prepared to strike should Skitterfly reappear or a new foe expose itself.

The burning spear cannot be held long, so Thelian commits. He leaps mightily, torquing the spear so he will fall atop the spirit with his weight to drive the spear deep, pinning it. As the spirit is pierced and pinned into the ground, its skin bursts, expelling flames and fire that scorch and cruelly burn Thelian.  The lava eyes lose their molten glow, now cold and sharp 2 obsidian eyes stare up from the fallen spirit. 

Skitterfly emerges from the ashen smoke; Jess leaps unseen from ambush, intercepting it in mid-flight. Skitterfly’s assassin training holds, casting its dagger forward despite the interception. The dagger flashes towards Thelian, almost catching him unaware. At the last moment Thelian tries to leap aside, but staggers with exhaustion into the dagger’s path… and the dagger strikes true, deep into his chest.

Skitterfly writhes under Jess, and confusedly asks “You betrayed them, so that means you’re on our side, right?” Jess calls it a fool, drives the knife deep, and it expires.

Thelian’s feet slide on the slippery ash, and he topples, spilling his blood into the ash. He bleeds at the verge of death.. 

(Last Breath, roll total = 8, so death will bargain to begin the next session.)

+1 XP, for Thelian, interposed himself between foes and friends.
Group XP: What we learned? +1 XP,  Overcome Foes: +1 XP. Loot memorable treasure? No

Categories
Apocalypse World Game Group Roleplaying

Dungeon World: July

Dungeon World 7/19

The Slough of the Sun is a district, swampish, with a crashed starship at its center.

Weirdly, the water can look extremely deep; like it goes through to space at the bottom. Stars shine through in places.

Jess, scouting makes a discovery (7). Across the path Jess notes that our path is little traveled; ahead a string small circles of mushrooms, almost growing in the the shape of footsteps.

Thelian (8) — we’re being stalked, by glowing eyes occasionally — but Jess is set on by tendrils out of the reeds. Like worms, they come out of the ground; he leaps aside, but they continue crawling up; they sprout near him, their gross oily tendrils crawl around his new feet.

With a torch he sweeps at them, they wither back and “bleed” dark oil. The light draws attention; Thelian rushes forward to help him, but the threat retreats.

Daelwyn knows that the Sun-Swamp has a number of creatures and fauna are affected in strange and mysterious ways. “The city from the sky changes it all”.

Thelian keeps an eye out for dangerous things, in case the tendrils are holding us delayed for an ambush — but none manifests. We continue to the city/ruins unharmed, arriving late — almost around midnight.

Before we cross the river, we come upon Crimson’s Crashpad, an inn. Ruamoko arm wrestles a purple, one armed woman; when they prove well matched, he shifts into a great ape and slams her arm to the table. The hostess quickly moves us to another table and asks us to not make a scene.

The river catches light , like a sudden dawn, brightening intensely. Small pools of light scattered through the city also glow on the same schedule. 

A glowing ball is in/below the river; shining through the deep cracks, like the stars that shine from the depths of the ponds, creating a second “day” near the end of the night.

Since they were tired, and the room was expensive, Thelian decided to sleep. Daelwyn does the same. Ruamoko stalks the streets, exploring the town; searching out a meal. Jess had attempted to sleep on the roof, but the bright of the river woke him and he decided to search the town for the oil that we’d spotted bleeding from the ground.

Jess came across a trader, Skaxxx, selling goblets of the oily fluid. The oil becomes the worms when spilled; when they’re climbing up from the ground, he pockets the cup surreptitiously and kicks over oil in the meantime; letting the oil worms menace the shopkeep. (The cup is worth 80 silver.)  

Ruamoko eats a meaty mushroom; it cuts like a rare steak. Later, he strides the city, locals follow while playing music to match his stride; when he changes to a velociraptor and they break out scary deeper music. A body sinks into the river, he spies.

After a few hours the river-day ends, and the stars and night emerge again; the city slides into night. Ruamoko comes back, shortly before actual dawn.

On the next day’s journey, a weasel-person is in a blind, talking with a deer-person. They’re watching over the path to Thundering Steel, hiding and waiting for travelers to fall into a pit trap. Jess scouts ahead as normal.

Jess warns us about the blind, pointing Ruamoko at it. Ruamoko changes into a triceratops and Daelwyn leaps aboard; they charge at the blind, but Daelwyn is scraped off by the low tree branches. Ruamoko smashes forward sans rider, smashing into the crouched weasel man, trampling it underfoot, where it’s crushed.

The Deer w/ feathered antlers shrieks out in birdsong; after a startled pause, it starts hopping away.  Ruamoko shifts into a panther and chases it down. 

There’s a person, dying, laying in the water, a previous victim of the weasel ambush. She squawks like a chicken as Jess steps on her; she’s stained dark with blood at the water’s edge.

Jess saves Yaya Baga (the chicken lady), and they escape together. She lives in a hut with giant human feet. She is an alchemist, and identifies some of Jess’s old loot. Vagzarks storm on vanity, when drunk it turns you into the most beautiful version of yourself. Treat a Cha roll as 10+. 

Jess strolls back from Yaya Baga’s, and rejoins the companions who were still searching out their missing friend.

As we approach the border of Thundering Steel, sharp chiseled towers thrust up from the ground. There’s a zone of death; it’s heavily guarded, a notoriously deadly barrier to keep the dangers of the district contained. Dealwyn tells the tale of Sir Gordrick the Wanderer, who visited every parish of Dis. He rescued his third wife, Brunhilda, from the district.

There road leads to the gates, and legal entry is allowed, but only under 

“If you have been sent here under punishment of law,” or a long series of other causes to be committed to the district. A few seconds later the second tower’s guard repeats the same speech a few seconds delay. One faction is the blackcoats, the other wears black coats with gold accents. There are two large factions, The Conglomerate of War and Valor was Thelian’s old faction. 

Our goal is to escort Aapri’s sister Ubri out of the sector — or, that failing, to deliver the trinket that allows their distant communications.

The moth creature whistles, and the barrier briefly dissolves. As they approach, Thelian suggests indirectly that Jess vanish into the shadows. Daelwyn and Thelian sign the contract; they review it carefully.

The last barrier falls, bringing a wash of wind scented with blood, rust, and gunpowder. In the distance cannon boom.

The guards assigned to escort/recruit are:

Lt. Skitterfly (mothman) & Ubagork is a large muscled mushroom person. 

From Border Policeman Meficil of the many eyes, and Snailo are the Conglomorate faction.

Both of the gates close at almost the same time; Jess barely makes it through. He dons the necklace and contacts Aapri, verifies that the necklace works. She sees that we’re in Thundering Steel, he tells her that we just arrived.

Categories
Apocalypse World Game Group Roleplaying

Dungeon World 6/28

Start up in action next time, defending against the goblin raiding party.  Daelwyn sings an inspiring ballad; unfortunately, the goblins are seized by the electric pounding of the beat.

Thelian rushes forward to clash with the goblins; they leap over his thrust, and bear the shield and spear tip to the ground, then slash at his ankle with a rusty sickle; another bites his nose. (12 damage – 2 armor, +1 XP). 

The manure farmer’s goodwife rings a bell, which is caught and repeated by neighbors. Cannon shot from the town plows nearby.

Thelian finds his resolve, leaps back to the cover of the low wall running along the road. With that security, he pivots to the attack, striking relentlessly and cutting down the last four who hadn’t fled.

When the cannon shot continues, Thelian tries to discern the cause, and shouts out a warning to Raumoko, that they’re probably firing at the terrifying dragon. Raumoko shifts back to human form. (+1 XP, discern realities failure) 

Thelian and Jess meet the approaching warriors from the town.

Daelwyn chats with the manure farmer, joined by the now human Raumoko. 

  • Raumoko is ogled by the wife.
  • Dealwyn is charmed and invites her to the celebration in the town, but she demures.

While we carouse —

    One-upper, Boreast Lario, brags about the founding of Castledale.    Lich-queen was slain by an unnamed hero, slew the lich queen with an ancient and powerful magic spear.

    A beggar kid approaches Jess, confides that target lives in Castledale, owns a jeweler’s shop, many attempts have been made in the past, but he’s too protected.

    Daelwyn one-up poetry battle with Boreast, telling competitive tales; Boreast is not limited by by actual myth and history, just making up increasingly fake but gilded stories, which dazzle the local rubes.

    After Boreast finishes a tale and the crowd is dazzled by his boasts, the skeleton bell rings out.

    The graveyard has 2 guards at the edge, who bicker about not entering the graveyard where the 

XP: Alignment +1 (defended town & farmer), +1 XP for learning, +1 XP for defeating re-re-re animated skeletons

Categories
Apocalypse World Game Group Roleplaying

Dungeon World 6/14

The session begins with the party being debriefed by the Wizards Dirnov, examining their mystical measuring apparatuses from the expedition into the Heart of Ice. They try to get us to  describe more of our experiences, particularly the gem people of the frozen city, gained from exploring the world beyond the rift… without compensation. Daelwyn catches them at it and turns the tables, leading the wizards to reveal their motives– the demoness in the heart of ice, when she wakes, owes them a debt. 

We sell them their rival’s exploration journal (captured from the top of the crevasse camp) for another 100 silver, netting us 125 silver apiece. They send us off, and we return home, to the Savage Lands district.

We live high in a treetop apartment — relatively spacious, with one other group sharing the building on our branch. The Savage Lands were battered by a storm that threw down nearby apartment trees while we were away on our last mission… leaving our current rent looking cheap (at 5 silver a day) due to the shortage of housing. If we’re ever unable to pay, the landlord now has every incentive to toss us to charge the next group a higher rent.

We decide to take on the job that Jess was given by Aapri, which involves delivering an artifact (one necklace of a magically linked pair) to her sister Uupri. Her sister is somewhere in Thundering Steel, but we have to find out where in the district she is. She’s offering 100 silver total for this dangerous job, which seems quite scant for such a dangerous district, without even considering that there are other districts to traverse along the way…

While she’s pitching us the job, Jess ducks out to “use the restroom”. He encourages Ruamoko to distract Aapri, so he can burgle her place while she’s distracted, to look for signs of deception or corroborate her story. He examines her not-luxurious room, pockets a cloak clasp, and returns to the meeting. Jess throws Aapri’s clasp on the table and notes that we’re no small fish — that there’s substantial danger and not a large fee to back it. Thelian shows scars from his time in the Thundering Steel district, emphasizing the danger, to back Jess’s play. Aapri doesn’t have cash, but promises Daelwyn that she’ll be in our debt, if we can just find her sister. It’s been years since they saw each other, and the district is a grinder of war; we nod and accept the mission. (There’s also a moment where her eyes linger on Thelian; probably wondering if he’s the same Thelian of the stories and tales.)

We set off to the south, heading through the Castledale parish. The seaside district is centered on a castle with a surrounding village. We’ve heard that they want to dominate nearby districts, extending their stability and finances into neighboring Dis. It’s a very defensible parish; famous for their extensive livestock and steeds. Long ago, the current rulers conquered the deer people and their necromancer queen; some of the deer people remain around the fringes.

While we’re advancing through the district, in the hills near the village Jess spots (with his new spyglass) an armed band of goblins preparing to raid the village. Jess calls out and the goblins pivot to intercept our group instead. Thelian moves to intercept… and end session.

Categories
Apocalypse World Game Group

Dungeon World 6/7

As Clams is loaded up by his friends and they prepare to ascend, the heroes discuss the next step. Thelian suggests that they descend the crevasse across the great cavern floor; Ruaumoko volunteers to become a featured serpent and fly Jess in exploration, while Thelian and Daelwyn trudge across the floor of the great cavern floor to the chasm mouth.

Ruaumoko and Jess become light headed as they descend; the depths are more alien than the lands closer to Dis. The chasm is much darker; the cavern above had a purplish light spilling from the walls; as they explore they pass through true darkness and emerge in a cavern where the heart of ice lies — a throbbing purple network of glowing veins running to a mountain. The blood colored liquid vial (from the Wizards Dimov) freezes over — they’ve successfully reached the heart. Around the veins swirl a number of the translucent-blue leech beasts, the same ones who left the pocks all over Iwobe. The sound of cracking ice seems to be agitating the leech beasts.

The explorers feel their energy being drained; there are thousands of the leech beasts and they’re crawling back along the approach tunnel. Jess decides to gather one in the gathering sack; Ruaumoko as the flying serpent tumbles, then his form is lost and he’s a man again. The two are on the cavern floor, with the creeping mass of leech beasts crawling toward them; they rush to the vertical chasm, shift shape and fly out to meet Daelwyn and Thelian at the lip of the deep chasm.

Daelwyn stares around, and notices shadowy forms near the ceiling of the great cavern, flitting about in the fog and shadows near the roof of the cavern. Thelian suggests that we explore the city; when he mentions a chance at treasure Jess agrees.

The journey is a few hours; the fog descends and the shadowy shapes fly lower with the sound of thunder. Eventually we reach the city; high walls like a frozen wave’s crest reach a hundred feet but are dwarfed by grand buildings and towers. The city is built of red ice, with some of the buildings over a thousand feet high.

Thelian hammers a line to release a portion of the wall, then charges a weakened section, snapping off a 50’ high ramp, leaving a sawtooth in the wall, and giving us a ramp down.  It’s a loud crash, and brings the locals to the windows.They are something like gem elementals, standing in the city and towers — many colored, like rubies and diamonds held together in loose forms. 

Daelwyn steps forward and calls out that we come in peace; they do not appear to understand. The Amethyst people stream beyond us up the city walls, largely looking beyond us into the cavern beyond — and up at the chasm we descended from Dis.

The towers are sheer and seem to lack entrances; around it are many smaller “homes” with entrances on the ground.

It is Amethyst Emerald after collecting its neighbor’s head, is more clearly able to communicate. They have a special knowledge; the hidden knowledge is known best by the people in the towers. Perhaps their head, traded to the people below, is what they seek? But there is no easy access to the high towers.

The gem people were trapped here, by the wall, by the people in the towers. Part of the knowledge that they sought was what is outside of the walls — Thelian’s smashing of the hole in the wall and the resulting ramp was a gift to them.

We decide to exit this place and its bitter cold; on the way Jess gets a good view of a long, snaky, white scaled creature. Its face is like a Lion or Wolf; it silently flows through the air, patrolling. It breathes out a huge cloud of fog and vapor.

The journey up is longer, and many supplies drop into the chasm and are lost; we’re all almost out of supplies. We’ll start next session debriefing the Wizards Dimov on Dis’s new neighborhood.

Categories
Apocalypse World Game Group

Dungeon World 5/31

We rest in the cleared camp, then descend into the chasm. After some distance it leveled out and we came to a more horizontal cave with icy stalactites and stalagmites. Blue veins run through the perimeter of the icy tunnel; Jess climbed up and chipped away at the end of the vein. A purple fluid flooded the end of the “vein” and nearby “capillaries”.

Zatuva was a primordial demoness, Daelwyn recalls and explains. We find a way around the large cavern, 20 miles across, and decides to investigate what appears to be a city in the cavern. Ruaumoko finds a successful route, but Jess sets off an avalanche following the trail. The trail pulls away from the path and smashes into a lower trail — with three figures. Jess calls a warning and two successfully escape the sliding ice, but the third is swept off the narrow path and down to the cavern floor.

Ruaumoko (as a winged panther) flies down into the mists and hunts for the missing explorer, “Clams”. He finds a boot and calls up to Clam’s companions that he found the missing explorer. He then digs Clams out of the snow where he’s buried; he’s battered and unconscious.

Clam’s pair of companions, Ico and Iwobay, set aside their heavy supplies, then gather their materials for a descent down to their companion and Ruaumoko. While they descend, Jess slides down the icy face in perfect control, then sneaks over & investigates their abandoned equipment. He found scrolls with the recordings of their excursion, snatched them, then hid in the shadows nearby.

Daelwyn tries to boldly leap down, imitating Jess’s graceful descent, but loses control and bounces down painfully, smashing his head against a rock and getting thrown away from the rockface, out of control. Ruaumoko has to leap into the air (still as a winged panther) and grab the falling Daelwyn to prevent a fatal impact. Thelian uses the climbing gear and makes a much more controlled descent.

Thelian, Daelwyn, and Ruaumoko descend to the three explorers. They’ve been exploring for a few days, and have had enough; they’re ready to leave with their fallen friend Clams and return to their friends at the base camp. Thelian tells them that their companions at the base camp attacked, and won’t be there to greet them. That seems to be an additional spur to depart; they agree to meet us at the Lute & Loot when things are over to share information from our excursion as small payment for their abandoned gear, since they’re out so much on this expedition. (It sounds like they’re on a similar exploration for Wizards of Dis, and as Thelian pointed out, we didn’t promise to keep our experience exclusive to the Brothers Dimov.)

They tell us about some of the foes they’ve encountered, including leech like creatures that float through the fog, are drawn to people’s warmth, and try to suck the heat out of their victims. They’ve also seen giant shadows, but managed to avoid them. The creatures get stirred up when the wizards in Dis intervene directly (with scrying or floating eyes).

To climb the wall with the sick/unconscious Clam will be difficult, so they turn their heavy gear over to us. Iwo & Iwobay leave behind a heavy hammer/pick for ice, adventuring gear (5 uses), and a fragile glass & silver inlaid idol of the moon. Since it’s small and light, Thelian and Daelwyn are immediately suspicious of their desire to leave it behind. They claim that it’s Clam’s idol and they won’t be able to avoid breaking it while carrying him, it’s so fragile. 

Thelian is suspicious of the idol and studies it closely. It reveals a wondrous enlarged image/map of the moon. He stares too long at the idol… and vanishes, appearing on the moon outside the corresponding crater. The cold and vacuum assail his lungs, and weird people, Clam people, stir from the nearby crater.  [+1 XP for failing while discerning Clam’s moon token]

Spurred by Thelian’s disappearance, Daelwyn remembers that the moon charm was held by Lord Sequester; it allowed teleportation to and from the moon. In the first moment, the seeking magic can be disrupted, which is how he was brought down.

As the clam people emerged from the sand and approached Thelian; he studied the glass charm, now in the shape of any heart… the world he left behind. As he stared, the images grew larger. He searched and studied, seeking the chasm, which the clam people’s chatter approached. With a twist of effort, the image enlarged, clearly showing the icy clearing and avalanche where his companions still were. He vanished from the moon, returning confused and disoriented from hypoxia.

Clams was distraught at the absence of his icon; Thelian wanted nothing to do with the cursed object and weakly rolled it back to Clams, who clutched it tight and slumped back to unconsciousness.

Categories
Apocalypse World Game Group Roleplaying

Dungeon World 5/24

We traveled to the Palace district where we interviewed and were hired by the Wizards Dirnov,  to explore the newly arrived district that’s sandwiched between the Salt and Starlight districts. In the interview they give us a number of odd vials, explaining that this one will crystalize and that one turn colors. They have foreseen a great deal about the new district, but cannot tell us much, to avoid corrupting their foresight. (They also gave us a “can of nuts” with a spring loaded snake inside, so they’re jokesters too.)

Among the tantalizing warning devices is that a vial of red material, something like still fluid blood, will freeze when we reach the frozen heart with icy blood flowing through its veins. We should explore the district until this other vial precipitates… which is also a warning, and we should hustle out of the dangerous new parish. There’s also a thread that will trace beads to record temperatures, and other wonders that we’re to retain.

We hire at 10 gold for each of us explorers for the dangerous journey, plus we retain anything we find… but they may be interested in artifacts that we recover.

We discussed the two districts, and decided to traverse the Starlight Parish, to approach the new district from the south. The Starlight Parish, Daelwyn tells us, is known for almost perpetual starry night. Their people are honor bound and prone to dueling, psychics are common within the district, and are prone to misreading your thoughts and provoking a duel.

The district includes a reflected – or inverted gravity world below. It’s lit dimly, largely by the distant stars, but also a few lanterns outside the building.

Thelian +1 XP as quartermaster for traversing the district.; costs 8 coins for Thelian as a bribe to not beat up a vendor.

A duel is scheduled in the tunnel that we must traverse on our way to the district; Jess gets roped into witnessing. We take an inn for the night, then reach the fissure at the edge of the district.

The district has been open for only a week; we see pitons in the walls; and people in a base camp. Jess sneaks up to listen in on people in the base camp, but one of the wandering people in the camp sets down a book and starts his way. 

Gagra Etu is surveying the new plane. The wizard Wagrat levels his wand when Daelwyn explains that we’re here on behalf of the brothers Dirnov. That which provokes them, and they level threats demanding that we leave; Jess scurries forward while they’re distracted and snatches a huge tome.

Wagrat unleashed a rain of sparkling fire that dripped over Daelwyn, Raomoko, and Thelian. Thelian runs toward the chasm and leaps across; it is too far and he snatches a rope dangling from the far face… but he has 10’ to climb. Rao becomes a winged panther and leaps across, slashing into the wizard as he pulls out a stone focus. He falls dead from the savage bite.

Gagra calls out and rushes from the tent with a knife, but Daelwyn drops her with a volley of arrows before she could reach Rao in panther form.

We explore the base camp and find climbing kit (x3), cold weather gear (x2), 5 uses of adventuring gear + 5 rations. 

+1 XP for learning about the world, session end.

Categories
Apocalypse World Game Group Roleplaying

Dungeon World 5/17

Beginning of session, wrenching sound and plume of reddish mist – in western salt.

Jess begins explaining that Annie held him at knife point, is tied to the local crime lord, Cethalos.

A round of drinks is delivered; under one glass is a note. “Look for the cavern that looks like teeth, but the frowning face leads to your demise.”

The Sultana’s pet got loose long ago; when it died, its body was preserved in salt, and it transformed into salt. Daelwyn recalled that it died near the northern edge of the district of salt.

As we walked, Daelwyn recited the following tale: “Long ago Geua the Harbinger feasted at the Sultanna’s table and tossed the bones of her meal to Qlax, the palace wolf hound. Unfortunately, the meat was salted with mystic seasoning from Sea of Eternity, and the beast was driven mad with thirst. Guea tracked the beast to the edge of the kingdom and finally killed Qlax with her mighty spear of fire. Qlax was driven into the ground and crystallized into salt.”

We head relatively directly to the wastes at the north end of the district; a cavern with stalactites of salt hang from the ceiling, then the tunnel pitches down into the dark. Jess leads the way, loses his footing and slides on the salty scree; Rao flies down the tunnel as a tucan and alights on Jess’s shoulder.  Thelian hops down, leaping gracefully from rock to stable rock, but Daelwyn loses his footing. Thelian snatches him, but overbalances and winces in pain. Daelwyn sings a song that heals Jess and Thelian a bit, while Rao flies ahead scouting.

One path has a lake of salt, perhaps as quicksand. The other leads into a large chamber with a moat of salt. On a raised rock platform is a sluglike beast with pseudopods that track his flight. It  may be trapped by the moat of salt.

Thelian wandered into the pit of lead salts, with a wet cloth over his face. As he scooped up the loot onto his shield, they recovered a great deal, including:

Small green vial, potion

179 silver

Pair of emerald earrings

The Salt Candle (glows)

After he waded out, Rao led us down the tunnel to the slime-monster. It flailed and slapped Rao with a pseudopod. Jess threw a dagger at it… but it pulled itself over the salt moat and glorped onto Rao. 

End of Session XP —

+1 Daelwyn bond intensification 

+1 XP (fulfill alignment)

+1 history, +1 slug monster defeat, +1 memorable treasure

Categories
Apocalypse World Game Group Roleplaying

Dungeon World 5/10

Began w/ us ambushing the merchant; Thelian earned 40 coin.
Minkev had the idea of ambushing the merchant; I volunteered our group — I’ve bodyguarded her in the past.
(Other three offered to hidden shrine of Lamashtu hidden in our old suite before we left)

We leave and find a better place to live. [Expenses at the flesh rippers ~ 3 silver/day.]

We examine the job board and decide to track the dead thief (Lunk’s) secret stash in The Parish of Salt. Cethalos is the crime lord of Salt Parish. Cethalos has driven all non-criminals out.

We head to the Lute & Loot, where we’re to check in with the local crime lords.

Cethalos (the crime lord) was done dirty by Lunk, he’s the one who hired the wizard that killed Lunk. She (Annie), holding a knife to Jess, wants a cut of any loot from our finding Lunk’s Lair (repaying Lunk’s having stiffed her).

Meanwhile, Thelian faces off with Scorpion-Girl; after posturing and sizing up, Jess steps in and defuses it with a round of drinks. Ruau turns into a squid to deal with a pitcher full of salty water… that reveals alignments to all.

End of Session —
+2 XP — My bond with Ruaumoko (and his with me) evolved
+2 XP — End of session for all