Trick-or-Treat: A Pirate's Class For You!

Though The Pirate was already an impressive haul, it's now been press-ganged into our Trick-or-Treat sale!

It comes with two pdf files:

The first is a digest-sized, 19 page book laid out like the Dungeon World rulebook. It contains the pirate, new equipment like the flintlock pistol and grenades, two compendium classes (dread pirate and sea-shackled), and a behind the scenes look at some of the fiction and other content.

The other is a 2-page, letter-sized character sheet with some custom graphics to add some pizzazz.

As with our previous Trick-or-Treat sales, the duration (and amount) has been randomized, so get it while you can!
October 18, 2014
Posted by David Guyll

Extra Life

So Melissa and I—and probably Adam, and maybe one or two more peeps—are participating in Extra Life this year.

Though you're allowed to play any game you want (as well as divide up the time however you like), the focus of our gameplay is going to be with the whole Expedition to Castle Ravenloft with Dungeon World thing.

The initial goal is only a hundred bucks, but for each $25 we get—period, not above the goal—I'm going to give the players a kind of benefit that they can cash in during the game.

In other words you aren't just helping out some real-world children (with a tax deductible donation, I might add), you also have the added benefit of maybe saving some imaginary people fighting imaginary monsters!
October 16, 2014
Posted by David Guyll

Expedition to Castle Ravenloft: Dusk of the Dead

Cast
  • Klaus (level 1 human fighter)
  • Kyr (level 1 fallen star)
  • Mim (level 1 witch w/ familiar)
  • Rook (level 1 halfling thief)

Summary
Unsure where to go or what else to expect Mim chopped up one of the zombies, and from its organs divined that both the living and dead inhabited the village.

Hoping to find survivors, the group decided to backtrack and knock on each door as they passed, in hopes that anyone still alive would realize that they weren't zombies, but the only response they got—when they got one at all—was the ominous sound of things shuffling about within.

Assuming that the noise from the previous fight would attract more of the undead, Rook had kept watch while the others went about their task, but the mist somehow obscured an entire horde of zombies until they were almost on top of her.

Instead of fleeing, Rook rolled into their midst and plunged her rapier into one of them. The zombie didn't seem to notice, what with it not needing organs and all, and the zombies swarmed her. Klaus charged into the throng, wrenched Rook free and threw her to safety. If the zombies had been capable of emotions, they would have likely been delighted in the fact that their main course had been super-sized.

As Klaus struggled against his attackers Mim—astride Joffrey—plowed through them. The good news was that she trampled some of the zombies in the process. The bad news was that several managed to hitch a ride as she rode by. She tried ineffectually kicking one off, and the other two managed to get a bite in before she thought better of it and drew her wand. Furious, she planted it in the mouth of one of them and, with a bit of mental effort and a word of power, blew it's head off.

Rook decided to take a cue from Mim: she gathered up the horses, mounted her own, and lead them all through. Miraculously they succeeded in only crushing zombies; with their numbers substantially dwindled Klaus and Kyr were able to finish off the rest, while Rook helped Mim take out the pair that were trying to get their hands on a witch-wich.

Sensing a relationship between noise and zombie attraction, they picked a street and started moving, and after some time a man suddenly appeared from between a pair of houses. He motioned them off the streets, and after several minutes of hushed conversation they learned that anyone bitten by a zombie would rise as one—which was bad news for pretty much everyone in the party—and that the zombies had first risen from the church's graveyard yesterday evening.

Since they were now racing against the clock they implored the man to show them where the church was, with the promise that they could put a stop to whatever caused the dead to rise. He agreed, but since most of the zombies seemed to have congregated on the streets his path took them through the alleys whenever possible. This worked well for them until they were nearly at their destination: the streets were choked with them.

Not wanting to attract any more unwanted attention, Kyr flew onto the roof of a nearby house and threw a wooden board some ways away. It clattered loudly, and the zombies began shuffling towards the noise. When he turned to float back down, he heard something scratching on the roof with him. He remained still, and as the sound moved closer eventually noticed the vague shape of something humanoid crawling about.

He wasn't sure what it was, but it looked like it was prowling towards his friends, which meant it was probably bad. He closed the distance with a few quick steps, and with his fists wreathed in flame punched clear through it...and realized too late that he had mortally wounded a disheveled, but otherwise normal looking villager. The man tried to speak, but given a lack of lungs only managed to move his mouth noiselessly before falling to the ground below.

Panicked, Kyr climbed down to see if he could somehow help, but by the time he got to the ground the body was gone. Keeping his hand lit, he made his way back to his companions and explained what had happened. Not wanting to take the time to further investigate, and assuming it was probably some kind of monster anyway, they snuck across the street to the church.

The church's front door was barred from the inside, but Klaus easily forced his way through. They could hear that at least a few zombies were attracted by his efforts, but were able to duck inside and seal the door back up with time to spare.

Inside the church they saw a man kneeling before an alter, seemingly absorbed in prayer. He was dressed in black and silver robes, and had a thick, unkempt beard and sunken eyes. Behind him a wooden raven, wings spread, was affixed to the front of a bronze sunburst. People were seated on the pews, heads rested as if in prayer. Finally, there was a massive hole in the aisle leading up to the alter.

Mim warily looked about, carefully taking in the scenery: though the man was praying, something was echoing his prayer from within the pit; the people on the pews looked like they were sitting in prayer, but she was pretty sure they were dead; finally, more people—or at least things that were once people—moved about in the rooms on both sides of them.

As Mim quietly informed her companions the man stood and approached them. He opened his mouth to speak, but Mim pointed at him and with a quick motion his mouth snapped shut. He froze, obviously trying to open it and more than a little fearful, but when it was clear that he couldn't instead starting backing away.

Kyr, confident that there was nothing more to worry about, strode towards the pit to see what was in it, but the doors flanking him flung open and a pair of robed zombies wielding silver maces burst forth. Klaus tried to stop them, but another robed zombie exited a third room and leaped onto his back, and before Kyr could turn to face his attackers they crashed into him, sending the three of them into the pit.

Once Kyr collected himself he could see the source of the strange chanting: it looked like a corpulent mass of bodies had been randomly assembled into a more or less humanoid shape. Not a human-like creature assembled from parts of various remains, but something that looked to have been constructed using everything from numerous corpses: it had multiple arms, legs, even faces.

The only thing that looked remotely human was the face of a boy, perhaps in his late teens, nestled in the top-most part of the jumble. It bore a mournful expression, and while the rest of the mouths continued praying it only muttered "Father" over and over again. As it lumbered towards him, Kyr discharged a gust of wind that carried him back out.

The zombies were damaged from the fall, but still clung to Kyr. Luckily by the time he returned Klaus and Rook had already taken care of the zombie on Klaus's back, and together they made short work of the rest. This just left the priest, who was slowly backing towards one of the windows. Still unable to speak—and presumably evoke whatever fell magics were contained within the book—it was a simple matter for Kyr to subdue and restrain him.

Mim, looking quite the worse for wear, had ducked into a room to bandage her wounds. She had just started when a trapdoor she had not noticed burst open: apparently she had just so happened to choose the one room that lead to the basement, and the creature from below was trying to force it's way through.

She tried speaking to it, but its only response was to continue praying and grasp at her with its many arms. Unlike Joffrey she was able to evade most of them, but one of them managed to pluck her wand from her grasp as she escaped, leaving Joffrey to his fate.

Mim frantically scrambled past Klaus to what she hoped was an actually safe room, while he stood his ground and barred it's path. As he savagely hacked away at the monstrosity, Rook lobbed knives at what she believed to be it's main head. Mim had inadvertently torn off a piece of it's rotted flesh during her escape; she affixed it to a poppet, which enabled her to safely and easily hinder it's actions.

Once the creature was thoroughly decimated, the remains of the robed zombies stopped wriggling: apparently it, whatever it was, was the source of the zombie plague.

Behind the Scenes
What I loved most about this session was that Adam stated that he was "relieved" when they finally managed to stop the priest, destroy his son, and end the plague zombie plague. I liked that. It wasn't assumed that they would win, but they did, and I think the best victories are the ones that you earn through smart thinking, buckets of hit-point loss, and even some luck.

There were a looot of misses this session. Like, so much that during the end of session everyone had 9 or more XP. I started out putting the characters in a situation, then forcing the characters to make a hard choice, but as the misses kept rolling in just started dealing damage (or dealing damage plus something extra). This meant that a lot of characters started racking up plague.

The plague mechanic is similar to one that I used in Something Stirs in the Blackscale Brakes and If These Stones Could Scream: you have a counter of points, and when they equal a stat (in this case Constitution) you die and turn into a zombie. When you make camp, you make a CON roll to see if you lose or gain plague until you either run out or succumb to it.

Poor Joffrey. Kind of. Really the downer for me is that we bought and painted him specifically for this campaign, and I didn't think he'd die. Well, so soon at any rate. Oh well, maybe Mim can change another noble jackass into a, well, you know.

We talked with Adam about changing the living star's radiance mechanic to make it a roll-and-hold (like my wizard), but after tonight it seems to be perfectly fine as-is: Adam never spent more than 3 points at a time, and that was for something he really wanted to succeed at.

The one thing we are going to change is that, instead of being able to use your hands as weapons all the damned time, you will have the option of being able to spend radiance and roll+Radiance spent (which will also be abbreviated as RAD, per Chris S's request :-P). This means we'll be bumping up the plasma volley to an advanced move.

As I said last week, I am compiling conversion notes as I plan and play, which will be released as a free pdf once it's done, maybe a bit beforehand. Here is a sample of the InDesign doc:


Gonna add a Walking Dead compendium class for whoever gets bit and survives the ordeal.

Finally, The Spider is on sale over at Drivethrurpg for an undetermined length of time (after which we'll roll the dice to see what goes on sale next, for how much, and how long).

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I really hate these zombies. Wish I would have snagged these, or even paid extra for these.
Next time I'll just break out my D&D pre-paints.
I didn't have anything immediately handy, so used our unpainted Skarn from Descent: Journey in the Dark. Really gotta get him done, as the newest set is on it's way...

Trick-or-Treat: A Not-So Itsy Bitsy Sale

For a random number of days this month, The Spider is on sale for nearly half off!

It does everything a spider can: spin webs of any size, crawl on walls, and even inject debilitating venom or digestive juices into creatures, so that you can slurp up their tasty, liquefied innards that you do so crave.

Of course the advanced moves open up a variety of other terrifying options, like dropping in on unsuspecting prey, blinding opponents with your bristles, causing your venom to inflict excruciating pain, or closing the gap between you and the poor bastard that assumed they could just outrun you.

Though Melissa and I have a strange tendency to write monstrous playbooks (I've got a vampire, rakshasa, and oni in the works), this one goes a step (or several) further and allows you to play something that's not even remotely humanoid in shape.

Size is another matter, because it's not like spiders are already horrific at their "normal" size: the default assumption is that you're somewhere between halfling and human-sized, plus you can talk, allowing you to whisper sinister nothings into the ear of a creature as it struggles to escape. I guess you also have more than enough legs to gently stroke its cheek, if that's your thing.

So, yeah, use it to threaten your GM with a new character, or to just keep the rest of the party from making camp. Unless you're one of "those" people that actually likes spiders, then have fun tormenting man and monster alike.
October 12, 2014
Posted by David Guyll

A Sundered World: Weapons & Materials

In addition to the various regions, steadings, locations, races, classes, monsters, fronts, etc, A Sundered World also has a chapter on new weapons, armor, dungeon gear, ships, vehicles (like enthollows), services, magic items, and maybe some other stuff I'm forgetting.

This article is going to focus on the weapons, or rather since Dungeon World is pretty general when it comes to weapon—and armor—stats, what you can make a weapon out of and/or customize it with.

By default weapons are assumed to be made out of metal and/or wood, or out of similarly durable substances that don't affect the weapon's mechanics: when you buy a sword, it's going to do what you'd expect a sword to do.

But, if you've got the coin and connections, you can go with something a little more...exotic. To give you a good idea of what I mean, here's a shot of the weapon table in it's current state (because I keep adding stuff):


Want a cold iron longsword? Okay, pay an extra 100 coins, up the weight by 1, and add the cold iron tag. If you want an earth spirit, then you spend 100 coins and get the forceful tag. Maybe you want an ironwood spear with a wind spirit? In that case it's going to run you 200 coins, and weigh nothing at all (wind also adds the precise tag for melee weapons, or increases the range for ranged weapons).

Of course these new tags are all explained (cold iron means more than just "it's made of cold iron"), so it's not all left to you to sort it out. You also can't mix and match all the tags (astral is astral, and you can't go with both ironwood and cold iron), and some tags might have unexpected effects, like binding a spirit to a weapon made of madiron or sinsteel.

This also has the benefit of addressing an issue I have with the game: what to do with all the cash you amass over time. We ran into this problem in a previous campaign where I played Mouse: near the end I had over 6k in coins, but really nothing to spend it on. We didn't need anything at all, but I suppose I could have bought a couple of houses?

Anywho, let me know what you think about this, and I'll leave you with some more drawings of some weapons I did to try and pin down a common look (the ones in the bottom left are types of channeling rods).


October 09, 2014
Posted by David Guyll

Expedition to Castle Ravenloft: Welcome to Barovia

Cast
  • Klaus (level 1 human fighter)
  • Kyr (level 1 fallen star)
  • Mim (level 1 witch w/ familiar)
  • Rook (level 1 halfling thief)

Pre-Game
As before I skipped the part where some random guy walks up to the characters in a bar and just tosses them a letter, as if a group of strangers is going to go to a dangerous place to rescue them from an ambiguous threat, in exchange for an ambiguous reward.

Frankly as adventure hooks go, it goes so far beyond lazy that you would never have guessed that it was written by the actual D&D cr—

You know what, nevermind. (Also this, because har har.)

I decided to just have the players tell me why they were riding into Barovia, the dominion of an infamous vampire lord. Here is what I got:

  • Klaus is looking for a legendary sword, so that he can restore his own shattered blade to it's former glory (the player's plan is to use the Blacksmith move to do this).
  • Kyr seeks to destroy Strahd, as his malevolent presence is blotting out the sun and stars.
  • Mim wants some of Strahd's blood for probably nefarious reasons.
  • Rook knows that Strahd lives in an expansive castle, filled with the riches he has amassed over centuries. 

Much better than some guy dismissively kind-of sort-of wanting you to go help out some people that you don't know, and honestly have no reason to give a fuck about.

Session Summary
They rode down a dirt track flanked by tall, imposing trees that seemed to loom overhead. Eventually they came across an iron gate attached to some stonework depicting armored soldiers. Both had obviously been neglected for some time: they were covered in vines, and one was even missing it's head. As they lingered, deciding whether they should actually proceed, a thick mist began slithering forth from the trees, obscuring their vision.

Ominous, as was the rapidly dwindling sunlight and too-close wolf howl that soon followed. Rightfully assuming that it was dangerous to linger, they cautiously advanced through the gate. Mim had taken up the rear, and once she crossed the gate's threshold it loudly slammed shut. Mist, howls, encroaching nightfall, and independently moving gates; all part of the Horror Pyramid.

For some reason they decided to make camp.

As they began dismounting and finding places to tie their mounts off, a man riding atop a horse strode out of the mist. He drew his horse to a halt some distance from them, grinned, and told them with just a hint of derision that the road was not safe at night. Mim asked Sir Obvious if there was a town nearby, and he cheerfully told them to simply follow the road. Though he warned them not to stray from the path, Mim almost felt as if he was at the same time daring them to try.

They did as instructed, eventually leaving the confines of the forest. From there it was a relatively shorter trek across an open field until they arrived at the village.

The streets were dark and shrouded in a thick fog. They were also quiet. Too quiet. Dead quiet. Rook took the lead, while everyone else hung back twenty or so feet, giving her just the edge of their torchlight so she could see. They soon came across an intersection, and with no signs of life—or at the moment unlife—in any direction decided to continue straight across. It was not until the rest of the party walked by a house, that they heard a thumping noise coming from within.

Everyone froze, and while the sound continued nothing else seemed to happen: whatever was making the noise seemed to be fortunately trapped within.

For some reason they decided to investigate.

Klaus, Rook, and Kyr took positions by the front door, while Mim snuck around back, because everyone has to learn the hard way why you shouldn't split the party at some point. Klaus gave the door a kick, but it didn't give at all: it was apparently well-fortified from inside. Rook tried the windows, but found that they were also boarded up.

The back door on the other hand opened easily enough, and a few boards came tumbling out at Mim. This startled her, but not nearly as much as the trio of zombies that shambled out soon after. They didn't look like they had been dead for long, but were covered in open sores that oozed a black, viscous fluid, and whatever wounds they had weren't bleeding.

Mim turned to flee, but only after hesitating for a precious few moments as her mind took everything in, giving the zombies a chance to grab her. She managed to wrestle herself free, but lost some of her clothing and bag of rune stones in the process.

Kyr heard Mim's scream and rushed around the house towards the back. Klaus gave himself some distance before ramming the door with his entire body; this time he easily smashed his way through, just in time to see the last zombie filing out the back after Mim. He grabbed the closest thing he could find--a chair--and flung it, striking the zombie square in the head and knocking it to the ground.

Rook scampered past Klaus, rounding the corner and leaping at the nearest zombie. She drove her rapier through it's skull, and as it fell saw Kyr and Mim, well, "finishing" off the last one: Kyr had driven his blazing fist through its mouth and out the back of it's throat, and while it was chowing down on his arm Mim was furiously stabbing it with one of her pins.

Once they were sure that the zombies would stay down, Kyr asked Mim if his wound looked infected: apparently his knuckle sandwich wasn't more than it could chew, and it was able to get in a few deep bites before they destroyed it. The wound was still bleeding, and the edges were puckered and red. She wasn't sure what, if anything, would happen, so had her bat fly off in search of information.

Is anyone in the village still alive? Will Kyr turn into a zombie? Will David make a Walking Dead compendium class? Tune in next week—after David writes the play report—to find out the answers to maybe some of these questions!

Behind the Scenes
We had three players new to Dungeon World, in real-time anyway: Adam has apparently been playing via play-by-post, and has also read up on a lot of it beforehand. The other two were completely new, so the start was a bit rocky, namely with creating bonds and cooking up reasons to go into a vampire's dominion.

Once we got past that, it was pretty easy to explain the flow of the game and how moves worked (though I really need to make a GM screen for the game). All in all I'd say it was way more successful than back when I ran it the first time.

The Witch is a class that Melissa largely designed on her own (I mostly helped polish it near the end). If you're interested you can check it out here, along with a preview. The Living Star is her next release, which Adam was more than happy to take for a spin to see if it's radiance mechanic is too potent.

One last thing that I thought was pretty funny: before we started I told everyone that they could start with a horse. Melissa suggested a mule at some point, and I told her she could have one, but she had to tell me who it used to be before she transformed it. She decided on the cruel Baron Joffery, who dared to turn her away from his door some time ago.

I'm compiling my notes as we play this, and once we're done am going to be releasing a free pdf for running Expedition to Castle Ravenloft using Dungeon World. It'll be similar to my Keep on the Shadowfell conversion (fronts, steadings, dungeons, monsters, etc), just larger, cleaner, and better organized.

Fiiinally, you might have seen that we're running a Trick-or-Treat sale throughout the month of October. Basically, it's a random playbook, on sale for a random discount, for a random number of days. It was previously The Skeleton, but has since shifted to The Mummy (which is now a Best Copper Seller to boot!). We're marking them off as they come up, so the same playbook won't be available twice.

The gang, because yeah we used minis at some point.
October 07, 2014
Posted by David Guyll

Dungeon World: 10+ Treasures, Volume II

10+ Treasures, Volume II, our second volume of 10+ Treasures, is now for sale on Drivethrurpg!

If you liked the first one, I think you're going to like this one even better. Not only because I upped the production value a bit, added a table of contents, and categorized things, but I brought an even weirder selection of magic items to the table:

  • A polearm that seeks out justice
  • The soul of an intelligent sword
  • A shield that can spawn zombies
  • A living ring that turns your body into a verminous nest
  • Another ring that makes you virtually unkillable...until you take it off
  • An all-terrain raft

All told there're 31 completely new magic items, as well as one reprint from the first volume (I copied the Making Magic section, since I figured people might not own it, which also goes through the motions of making the blackstar blade).

So take a look at the previews, and give it a buy if you like what you see. If you do buy it, a review is always appreciated, though even a simple star-rating is very nice in letting others and myself know what you thought (and it less of a hassle than a review).

Of course if you have neither, you can get both as part of a bundle.
October 06, 2014
Posted by David Guyll

The Trollfens: Source of Sickness

Heroes
  • Alys Raine (Marshall, Manor of Ravens)
  • Lindel (Stalker, Crown of Destiny)
  • Ravaella Lightfoot (Conjurer, Shadow of Nerekhall)

Monster Groups
  • Bol'Goreth
  • Plague worms
  • Chaos beasts (open group)
  • Ironbound (open group)

Summary
This is it: the final showdown.

I lost.

Again.

The objective of this quest is that the Overlord needs to accumulate ten fatigue tokens. There are a number of casks (represented by objective tokens) and infested villagers on the map scattered about the map. In addition, one of the search tokens is a Mending Talisman that the heroes can use to cure infested villagers.

Bol'Goreth and any master monster can carry a cask or villager, while Bol'Goreth can flip search tokens, though he only gets to take the Mending Talisman. You have to carry them to a spot on the map and chuck them out the door: you get one fatigue token for each cask collected, two for each infested villager, and three if you manage to dump the Mending Talisman. You can also get a fatigue token by having a plague worm crawl off the map.

The heroes want to find the Mending Talisman and leave or, along with smashing casks, use it to cure enough villagers so that the Overlord can't even get ten fatigue tokens.

Melissa, through a very risky gambit, started off by having Lindel dash all the way to the plague worms and hit them with a trap that caused them to become poisoned. The poisoned condition causes you to take a wound with each activation, which you can only shake off with a successful Might check. Since only lieutenants can even make attribute checks, they were all basically on borrowed time at that point.

She then went about trying to score the Mending Talisman with Alys and Ravaella, but as luck would have it I managed both to find it first and ditch it before she could kill Bol'. I did lose all of my worms and chaos beasts while trying to drag some villagers to the dropoff point, but since Bol' couldn't be permanently killed and Melissa couldn't do anything with the villagers, it meant that I technically couldn't lose at this point.

However, to avoid a lengthy game in which I envisioned would boil down to the heroes stomping Bol' into the ground, only to have him spend his turn getting up and get stomped down again, I figured I'd make things interesting: I snagged a villager, got as close as I could to the exit, played whatever card has you make two attacks then die (Blood Frenzy, I think), and then on my following turn spawned a minion worm.

I was able to get it right next to the exit, which meant that Melissa had one turn to revive her heroes and try to beat it down: she missed once, but was able to fatigue Alys close enough to make two attacks, flattening it in the process. Without any way to get that last fatigue token (she had smashed all the casks before then), it meant that I lost.

I now regret taking the ironbound. Yeah, it had 12 wounds, a defense of 1 grey and 1 black, and was immune to all conditions, but it's speed was only two. I would definitely swap it out for a flock of harpies, as they could fly over the water and are over twice as fast.

Another factor was that my card draws were almost entirely shit. At one point I had three cards that all required a search, which would have been nice if I had gotten them before Melissa snagged all the search tokens. Oh, I did get a dash card...after my worms and beasts were already dead.

Anywho, that's it for The Trollfens. Since my board game gang is now going to be doing Dungeon World via hangouts (starting tomorrow), the next time we do Descent will probably still be just Melissa and me. This means another mini-campaign is probably in order: I just got Manor of Ravens, but I have a freshly-painted Valyndra, so maybe we'll do Lair of the Wyrm.

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The Trollfens: Three Heads, One Mind

Heroes
  • Alys Raine (Marshall, Manor of Ravens)
  • Lindel (Stalker, Crown of Destiny)
  • Ravaella Lightfoot (Conjurer, Shadow of Nerekhall)

Monster Groups
  • Harpies (Chi'kree, named master harpy)
  • Ettin (Grug'nik, named master ettin)
  • Giants (open group)

Summary
Like the previous quest, this is also a race against the clock. There are two named monsters, which are basically souped of versions of a standard monster (+2 wounds per hero). Both of them have an objective token; one is a decoy, and the other is a rusky key, which is necessary to open the locked door. The objective is to get the rusty key and get at least one hero off the board by the ninth turn.

Chi'kree starts off the map, and only lands when the Overlord makes her, or when the heroes pick up one of the objective tokens (which represent trinket stashes) lying on the ground. This means that they have to set themselves up, because if they snag all the trinket stashes and she survives, there is no other way to get at her. I only got to choose one open group, so I went with a giant because of the narrow paths, 12 health, black armor die, and ability to clobber everything within 2 squares.

Melissa started out making a beeline for Grug'nik, and ended up chasing him counter clockwise around the map, gradually whittling him down. This was fine, because my goal was to kite her to the far side of the map and then switch tokens at the last moment with Chi'kree, in the hopes that by the time she killed her she would be too far to make it to the exit. Unfortunately she managed to lock him down with Lindel, so I had to bring Chi'kree in early for the swap.

I managed to get her out of there with only a few wound tokens in tow, but Melissa regrouped her heroes by one of the very nearby trinket stashes, snatched it, and then utterly crushed her using some very potent team synergy with a few rounds to spare (Ravaella did a thing that moved her, triggering a trap, which let Lindel do an out of turn thing...it was a whole mess of dice, fatigue tokens, card exhaustion, and tears).

I already knew that we were going to have to do Source of Sickness, but I was hoping to at least stop her from getting the Immunity Elixir relic (+2 wounds, cannot be diseased). To make matters worse she killed both named monsters, which were worth an extra 50 gp a pop (just enough to buy a boomerang from the Act II shop deck).

This is another one where I think my plan was sound, but I think I would use razorwings next time so that most of my monsters could just avoid dealing with the water. That, and getting cards that didn't mostly trigger on search tokens and doors would also be great. Oh well, I've still got one chance left: she may have won all of the battles, but she hasn't won the war.

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Trick-or-Treat: The Skeleton

Throughout the month of October, Melissa and I will be putting up a random playbook on sale, for a random amount and length of time.

This is similar to the Daily d100 Sale we ran during GenCon, where I'd randomly pick something and then randomly determine the sale percentage, but this time the sales will probably last longer than a day.

Anywho, first up is the The Skeleton!

This is the second playbook I wrote. It started as a joke, but then snowballed into a complete class thanks to Melissa bouncing weird ideas off of me while we were watching or playing something.

Since then I've gotten a much better handle on InDesign, so I figured that I should update it to be more inline with the rest of our playbooks (ie, two documents, one digest and the other letter-sized).

So, if you already bought it check it again. If not, give it a look: could be a fun next step after a botched last breath roll.

A Sundered World: Elves, Enthollows, and Bombards

I had planned on posting some elf drawings today, but ran into a problem concerning the look of them, namely that I'm not sure what they are "supposed" to look like: do they look like people with pointed ears (like you'd expect from D&D/Tolkien), or are they more animal and/or plant-like?

If I hit up elf on Wikipedia, the only picture is a bunch of people wearing white robes dancing about. Is that it? I don't get anything really different when I look up light and dark elves from Norse mythology (though I guess the latter might just be dwarves).

In The Dresden Files they are described as being about three feet tall, so initially I figured that they could replace halflings as a "small race", along with the kobold. But, since most of the art I find depicts them as almost identical to humans in size and appearance, I'm thinking that maybe I should just change the race entry to Faerie (or Fae), and use the Look to determine your size and appearance.

What do you think? Stick with the "traditional" elf, make them halfling-sized, give them some animal/plant features, let you mix and match your size and appearance, or do something else entirely?

Anyway, to at least showcase some art today, here is a sketch of an enthollow:


Grown, not made, and the size of ogres, these help elite elven soldiers deal with the fomorians. Not only are they stronger, more durable, and much larger than a normal elf, they can also safely wield massive cold-iron swords (since they aren't actually fey). Some contain dryad pilots, but otherwise an elf (or whoever is piloting it) has to have a thoughtroot implant, which is a plant-like symbiote that integrates into the spine to transmit your thoughts.

And for something simpler, here's one design of an elemental bombard:


They are basically big-ass wands that draw on elemental cores for energy. You slot in a core--usually fire, lightning, or stone--and with a command word it unleashes a corresponding blast of energy or matter.

Bombards can be made of anything that a wand or staff could be: stone, metal, crystal, ice, bone, wood, light, godsteel, etc. Similarly, wizards can also use them without a core, but they take a lot of fatigue in doing so.

The Trollfens: Food For Worms

Heroes
  • Alys Raine (Marshall, Manor of Ravens)
  • Lindel (Stalker, Crown of Destiny)
  • Ravaella Lightfoot (Conjurer, Shadow of Nerekhall)

Monster Groups
  • Bol'Goreth
  • Zombies
  • Plague Worms
  • Merrod (open group)

Summary
And the quest continues!

The objective of this quest is to rescue at least one passenger from a sinking carriage, and keep them alive until you kill all the monsters. Each turn the Overlord grabs a fatigue token, or two if anyone is standing on the carriage. Once there are nine it sinks, and everyone inside drowns. After the carriage sinks the plague worms spawn, and if the red one escapes the Overlord gets a free card added to his deck.

I started out by having Ol' Bol' hop on the carriage so I could start racking up a few extra fatigue tokens, and using the zombies and merrod to try and hedge the heroes in. This ended up working really well, as I was able to keep Ravaella pinned on the sunken statue tile, and start clobbering the shit out of Alys with both Bol' and the merrod due to their reach.

Eventually Melissa was able to take out a few zombies with Ravaella, and use Lindel to lock down the merrod with both weaken and immobilize. This gave her some much needed time to knock Bol' off the carriage using a Might check (fifth time's a charm, eh?), smash the lock, and fish out three of the passengers before it finally sank. By then the merrod was dead, so the passengers had a safe haven up by the pond.

With the worms popped I started tunneling for the exit. I briefly entertained the notion of going for the passengers, but Melissa had Lindel book it over and start sniping them with ranged attacks. I was able to drop him, in some part thanks to their burrow action and the fact that she had capped out his fatigue, but after a six-heart, 2-fatigue recovery roll figured I should count my losses and just get the red worm out of there (luckily I had a pair of dash cards).

In the end Melissa walked away with 150 gp (three passengers and all of the search cards), and since she already had the relic from the first quest got an extra XP for each of her characters. This means we'll be doing Source of Sickness no matter what, but at least I can still try to stop her from getting the Immunity Elixir when we play Three Heads, One Mind.

We really thought the heroes were going to lose this one, as Melissa kept failing Might checks despite the fact that both heroes trying to shake the carriage had a Might of 3, and one of them even rolled two grey dice for checks. What made things worse is that she fatigued Lindel onto the wagon, hoping that he could fatigue back off since his weapon lets him spend a surge to recover fatigue. Of course he ended up botching his attack roll, trapping him on the carriage and netting me another pair of fatigue tokens.

But then her luck changed, and she was able to smash the lock and pull out a third passenger just before it sank. Passengers act after heroes, so they were able to flee, and since there was nothing by the pond she just ran them that way, using Ravaella to take out the few zombies shambling after them and Alys to pulverize Bol' (after she got the last search token).

I think that what she did was the best way to handle this quest given my setup. If I were to run it again, I think I would use something besides a merrod. Maybe beastmen, because making two attacks is awesome, or harpies so I wouldn't get bogged down by the water. I'd also try to keep them near the pond, so that as passengers are being freed they don't have an immediately clear, safe way to go.

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