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I thought it might be fun to run a dungeon world campaign: http://www.dungeonworldsrd.com/

Everyone will control one character, the rest of the party will be NPC's (except during combat).

Rather than a strict binary vote system I'll try to incorporate everyone's suggestions (with preference given to those with the most votes) to keep the game moving along at a steady pace.

Alright, first things first. Let's create the MC and his party members.
>>
Choose 3 classes, the first will be the MC:

Barbarian: Conflict is all these brutal souls know. Savages, hired muscle, masters of vicious martial techniques, they are not soldiers or professional warriors—they are the battle possessed, creatures of slaughter and spirits of war. Known as barbarians, these warmongers know little of training, preparation, or the rules of warfare; for them, only the moment exists, with the foes that stand before them and the knowledge that the next moment might hold their death. These brutal warriors might rise from all walks of life, both civilized and savage, though whole societies embracing such philosophies roam the wild places of the world.
Bard: The poems say an adventurer’s life is all open roads and the glory of coin and combat. The tales told in every farmhand-filled inn have to have some ring of truth to them, don’t they? The songs to inspire peasantry and royals alike—to soothe the savage beast or drive men to a frenzy—have to come from somewhere.

Enter the bard. You, with your smooth tongue and quick wit. You teller-of-tales and singer-of-songs. A mere minstrel can retell a thing, but it takes a true bard to live it. Strap on your boots, noble orator. Sharpen that hidden dagger and take up the call. Someone’s got to be there, fighting shoulder-to-shoulder with the goons and the thugs and the soon-to-be-heroes. Who better than you to write the tale of your own heroism?

Nobody. Get going.

Cleric: The lands of Dungeon World are a gods-forsaken mess. They’re lousy with the walking dead, beasts of all sorts, and the vast unnatural spaces between safe and temple-blessed civilizations. It is a godless world out there. That’s why it needs you.

Bringing the glory of your god to the heathens isn’t just in your nature—it’s your calling. It falls to you to proselytize with sword and mace and spell, to cleave deep into the witless heart of the wilds and plant the seed of divinity there. Some say that it’s best to keep the gods close to your heart. You know that’s rubbish. God lives at the edge of a blade.

Show the world who is lord.
>>
>>360014
Druid: Cast your eyes around the fire. What has brought you to these people, stinking of the dust and sweat of the city? Perhaps it is a kindness—do you protect them as the mother bear watches over her cubs? Are they your pack, now? Strange brothers and sisters you have. Whatever your inspiration, they would certainly fail without your sharp senses and sharper claws.

You are of the sacred spaces; you are born of soil and wear the marks of her spirits on your skin. You may have had a life before, maybe you were a city dweller like them, but not now. You’ve given up that static shape. Listen to your allies pray to their carved stone gods and polish their silver shells. They speak of the glory they’ll find back in that festering town you left behind.

Their gods are children, their steel is false protection. You walk the old ways, you wear the pelts of the earth itself. You’ll take your share of the treasure, but will you ever walk as one of them? Only time will tell.

Fighter: It’s a thankless job—living day to day by your armor and the skill of your arm, diving heedlessly into danger. They won’t be playing golden horns for the time you took that knife to the ribs for them in the bar in Bucksberg. No flock of angels will sing of the time you dragged them, still screaming, from the edge of the Pits of Madness, no.

Forget them.

You do this for the guts and the glory, for the scream of battle and the hot, hot blood of it. You are a beast of iron. Your friends may carry blades of forged steel but, fighter, you are steel. While your traveling companions might moan about their wounds around a campfire in the wilderness, you bear your scars with pride.

You are the wall—let every danger smash itself to dust on you.

In the end, you’ll be the last one standing.

Paladin: Hell awaits. An eternity of torment in fire or ice or whatever best suits the sins of the damned throngs of Dungeon World. All that stands between the pits of that grim torture and salvation is you. Holy man, armored war machine, templar of the Good and the Light, right? The cleric may say his prayers at night to the gods, dwelling in their heavens. The fighter may wield his sharp sword in the name of “good” but you know. Only you.

Eyes, hands, and sweet killing blow of the gods, you are. Yours is the gift of righteousness and virtue—of justice, of Vision, too. A purity of intent that your companions do not have.

So guide these fools, paladin. Take up your holy cause and bring salvation to the wastrel world.

Vae victis, right?
>>
>>360016
Ranger: These city-born folk you travel with. Have they heard the call of the wolf? Felt the winds howl in the bleak deserts of the East? Have they hunted their prey with the bow and the knife like you? Hell no. That’s why they need you.

Guide. Hunter. Creature of the wilds. You are these things and more. Your time in the wilderness may have been solitary until now, but the call of some greater thing—call it fate if you like—has cast your lot with these folk. Brave, they may be. Powerful and strong, too. But only you know the secrets of the spaces between.

Without you, they’d be lost. Blaze a trail through the blood and dark, strider.

Thief: You’ve heard them, sitting around the campfire. Bragging about this battle or that, or about how their gods are smiling on your merry band. You count your coins and smile to yourself—this is the thrill above all. You alone know the secret of Dungeon World: filthy, filthy lucre.

Sure, they give you lip for all the times you’ve snuck off alone, but without you, every one of them would have been dissected by a flying guillotine or poisoned straight to death by some ancient needle trap. So let them complain. When you’re done with all this delving you’ll toast their heroes’ graves.

From your castle. Full of gold. You rogue.

Wizard: Dungeon World has rules. Not the laws of men or the rule of some petty tyrant. Bigger, better rules. You drop something—it falls. You can’t make something out of nothing. The dead stay dead, right?

Oh, the things we tell ourselves to feel better about the long, dark nights.

You’ve spent so very long poring over those tomes of yours. Conducting experiments that nearly drove you mad and casting summonings that endangered your very soul. For what? For power. What else is there? Not just the power of King or Country but the power to boil a man’s blood in his veins. To call on the thunder of the sky and the churn of the roiling earth. To shrug off the rules the world holds so dear.

Let them cast their sidelong glances. Let them call you “warlock” or “diabolist.” Who among them can hurl fireballs from their eyes?

Yeah. Didn’t think so.
>>
Shorter list:

>Barbarian
>Cleric
>Druid
>Fighter
>Paladin
>Ranger
>Thief
>Wizard
>>
>>360025
>Fighter
>>
>>360100
Alright. So the MC is a Fighter. What is his race?

Choose a race and gain the corresponding move:

>Dwarf

When you share a drink with someone, you may parley with them using CON instead of CHA.

>Elf

Choose one weapon—you can always treat weapons of that type as if they had the precise tag.

>Goblin

When you defy danger and use your small size to your advantage, take +1.

>Human

Once per battle you may reroll a single damage roll (yours or someone else’s).
>>
>>360116
>Human
>>
>Dwarf
>>
Rolled 2 (1d2)

>>360123
1
>>360131
2
>>
>>360208
Dwarf it is.

Choose an alignment:

Good

Defend those weaker than you.

Neutral

Defeat a worthy opponent.

Evil

Kill a defenseless or surrendered enemy.
>>
>>360116

>Human
>>
>>360214
>Good
>>
>>360256
A Good Dwarf Fighter. Alright, next, assign your stats:

Assign these scores to your stats: 16, 15, 13, 12, 9, 8

STR
DEX
CON
WIS
INT
CHA
>>
>>360286
STR 16
DEX 8
CON 15
WIS 9
INT 13
CHA 12
>>
>>360335
Ok, your stat modifiers are:

STR 16 (+2)
DEX 8 (-1)
CON 15 (+1)
WIS 9 (+0)
INT 13 (+1)
CHA 12 (+0)

HP: 25
Damage Die: d10

Now all that's left is gear:

Your load is 12+Str = 28. You carry your signature weapon and dungeon rations (5 uses, 1 weight). Choose your defenses:

Chainmail (1 armor, 1 weight) and adventuring gear (1 weight)
Scale armor (2 armor, 3 weight)

Choose two:

2 Healing potions (0 weight)
Shield (+1 armor, 2 weight)
Antitoxin (0 weight), dungeon rations (1 weight), and poultices and herbs (1 weight)
22 coins

>Signature Weapon

This is your weapon. There are many like it, but this one is yours. Your weapon is your best friend. It is your life. You master it as you master your life. Your weapon, without you, is useless. Without your weapon, you are useless. You must wield your weapon true.

Choose a base description, all are 2 weight:

Sword
Axe
Hammer
Spear
Flail
Fists
Choose the range that best fits your weapon:

Hand
Close
Reach
Choose two enhancements:

Hooks and spikes. +1 damage, but +1 weight.
Sharp. +2 piercing.
Perfectly weighted. Add precise.
Serrated edges. +1 damage.
Glows in the presence of one type of creature, your choice.
Huge. Add messy and forceful.
Versatile. Choose an additional range.
Well-crafted. -1 weight.
Choose a look:

Ancient
Unblemished
Ornate
Blood-stained
Sinister
>>
>>360363
>Hammer
>Hand
>Huge. Add messy and forceful.
>Well-crafted. -1 weight.
>Unblemished
>>
>>360414
Please choose the other gear as well
>>
>>360500
Chainmail (1 armor, 1 weight) and adventuring gear (1 weight)
Shield (+1 armor, 2 weight)
Antitoxin (0 weight), dungeon rations (1 weight), and poultices and herbs (1 weight)
>>
>>360511
Alright!

The last thing is a name and then we are finished.
>>
>>360520
Jon Bronzesmith
>>
>>360575
You are Jon Bronzesmith, a Fighter-Dwarf from the mountainhalls of Amber which lie in the depths beneath the Barbs of Flesh -- the only mountain range in the whole world.

Much of your people's former glory has been broken and you are among the last of your kind. Your people were slaughtered and your lands razed by the Ivory Menace -- the white goblins of Stuzkutsmob.

But that is history, not under your control and therefore, no longer of any interest. You have journeyed far with

>your 2 companions...(classes and names)
>your companion...(class and name)
>no one
>>
>>360762
>no one
>>
>>360776
Alone you were born and alone you have traveled. A stout dwarf needs only his ale and the firm earth beneath his feet, after all.

You have come from the hillocks of Avuzdural to the south. One of the last free bastions of the dwarves, though there are not many of you left to enjoy it.

From there you gathered what meager supplies you had, your trusty hammer (name it please), chainmail passed down from your grandfather, a shield you bought from the local smith and a few other odds and ends for the journey.

You decided first to sea the fabled city of Saffron, greatest city in the west, whose coasts they say are colored red like blood. That was the plan anyway. Right now you're hiding behind some tall grass beside the road. A group of bandits, goblin scum, are harassing some travelers on the road. You hid to asses your options.

There are 4 of them, but you suspect there are more hiding in the grass. 3 of them are wielding simple knives, the 4th, obviously the leader, wields a barbed whip.

What will you do?
>>
>>360837
Try to sneak closer to the leader and kill him with a single crushing blow to the head.
>>
>>360865
Alright. Roll 2d6+1(Int) to see what happens

(What's your hammer's name btw?)
>>
Rolled 3, 2 + 1 = 6 (2d6 + 1)

>>360889
' Journey '. I envisaged it being a new hammer forged by ourself and this journey being its first outing. That's why I gave it the Unblemished appearance.
>>
Rolled 4 (1d4)

>>360926
You crawl along the grass, which is easy because you're so short. Closer and closer you approach the leader bandit. You can see his hideous face twisted into a pleased grin, as his men hold down the travelers and empty their pockets. You are about to stand and charge him, when you feel two pairs of hands grab your shoulders!

You turn and face two more goblins. One of them gives you a swift punch to the gut, knocking the wind out of you (-1 to next roll). They then push you to the ground and attempt to wrestle 'Journey' from your hands.

What will you do?
>>
>>360961
You also took 4 damage from the punch bringing your HP to 21
>>
>>360969
Knee him in the crotch.
>>
>>360989
Roll 2d6+2(Str) please
>>
Rolled 4, 6 + 2 = 12 (2d6 + 2)

>>361004
>>
>>361142
A swift knee to the goblin's crotch knocks him back into his scum-in-arms. They both fall to the ground. The goblin you hit is out cold from the pain. A puddle of shit and piss lies at his feet. He actually shit his pants from the pain.

The other goblin crawls backward on the ground and whistles for his comrades. Immediately the leader stands and calls out.

"Ehhh? Who be there? Kizat! It's a Durf! You motherkizats! Leave the travelers. We have company." Shit. You've been found out. The other goblins immediately drop the travelers and gather around the leader.
"Durf put down his weapon or Durf be getting my whip in his throat! Put down the weapon Durf!"

What do you do?
>>
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Bump
>>
Bumpin' again
>>
>>360007
Are you sure it's a wise course of action to be taking responses from just one or two guys?

You should be waiting for responses from more than just that before rolling with said suggestions.
>>
>>363790
Of course I'd love more responses, but if they don't come what can I do? It's either wait and let the thread sage to oblivion or continue on with the story and hope people join in.
>>
Rolled 1, 5, 6 = 12 (3d6)

>>361171
Attempt to intimidate the Gobbos
>>
>>365104
Whoops forgot to take off my rolls
>>
>>365104
>>365187
You can roll 2d6+2(Str) to see whether your intimidation is effective.

And thanks for saving this thread
>>
>>365197
Also describe what it is you actually do/say.

Just whipped up a quick character sheet:

Name: Jon Bronzesmith
Sex: Male
Race/Class: Fighter-Dwarf
Alignment: Good, "Defend those weaker than you"

# Stats
- STR 16 (+2)
- DEX 8 (-1)
- CON 15 (+1)
- WIS 9 (+0)
- INT 13 (+1)
- CHA 12 (+0)

- HP: 21/25
- Damage: d10

# Moves
- Dwarven Hospitality: When you share a drink with someone, you may parley
with them using CON instead of CHA.
- Bend Bars, Lift Gates: When you use pure strength to destroy an inanimate
obstacle, roll+Str. On a 10+, choose 3. On a 7-9 choose 2.
* It doesn’t take a very long time
* Nothing of value is damaged
* It doesn’t make an inordinate amount of noise
* You can fix the thing again without a lot of effort
- Armored: You ignore the clumsy tag on armor you wear.
- Signature Weapon: 'Journey', a Huge Warhammer forged with your own hands,
it is unblemished dwarven steel and leaves only destruction in its wake.

# Gear (5/28)
- Equipment
* 'Journey' Warhammer (Messy, Forceful, 1 weight)
* Chainmail (1 armor, 1 weight)
* Shield (+1 armor, 2 weight)
- Items
* Adventuring Gear (1 weight)
* Antitoxin (0 weight)
* Dungeon Rations (1 weight)
* Poultices and Herbs (1 weight)
>>
Rolled 6, 2 + 2 = 10 (2d6 + 2)

>>365197
"I suggest you wee green walking rats make for the hills like the vermin you are, or I can give you the honor of christening Journey here with your blood!"

Show off your hammer threateningly.
>>
>>365473
You give a slow smile.
"I suggest you wee green walking rats make for the hills like the vermin ye are, or I can give ye the honor of christening Journey here with yer blood!"
You brace the hammer against your shoulder for good measure. The head goblin pales.
"We can be takin' him boss." Says one of the goblins
"Yeeah boss, we can be takin' 'im." Says the another.
"Silence your shitstuffers you kizat-maggots! We be leaving now Durf, but you be watching yourself. The bandits of Tastormato will be sniffing you eh?"
"But booooss." Whines one of the goblins. A swift crack at his back silences him. The leader goblin retracts his whip.
"Anybody else having complaints? Eh? Back in line maggots!" The goblins scurry forward. The one you fell is picked up by his comrades they soon and they disappear into the tall grass, heading for the forests to the northeast.

You make your way over to the travelers. They are a family of big folk, humans. A mother and father and an ox-cart with their 3 children and their possessions. The mother is cooing over her youngest, a baby. The father is putting their goods back on the cart. As you approach the father comes forward to thank you.
"It's nothing. Where are ye headed? And whence came ye?"
"We are going west. To Shezpacaslu. And we came from Strepuvelgu. It is a small village to the north."
"Headed that way meself."
"Are you?" He exchanges a look with his wife. You can guess what they are thinking already.

Will you escort them? Or travel by yourself? By the looks of them, they don't have much if anything, in the way of payment, but a good itself is gold, or so your uncle used to say.

What will you do?
>>
>>365570
Offer to escort them. It's not like there's any reason not to.
>>
>>365570
Escort them, having some people talking good about us around town on the first day will be a boon.
>>
>>365617
>>365619
"Aye, I'll escort ye. No need for the sideways glancing an' all."
"W-we don't have anything--"
"Aye, aye. Sharing some bread will be enough, I'm good at a great many things, but cooking ain't one of 'em."
"Thank you. Truly." The father clasps your hands. You feel all warm and fuzzy inside

You gain an exp point for defeating an enemy and staying true to your alignment

You continue walking for a few more hours. You encounter a few more people on the roads but they are only travelers like you, or merchants or patrolmen. The family offers to let you ride on the cart with the children, but you prefer the feel of firm earth on your feet and refuse.

At night you make camp with the family. The mother (whose name is Thabi) is an excellent cook, and you feast to your hearts content.

Afterwards the children are put to bed and Thabi gives you and her husband some Spiceroot to chew. You haven't had some in a long time, the kick is still as potent as you remember and your eyes water as you rub the thin paste against your gums. The fire crackles softly and you recline.

"So why are ye journeying to the Saffron City? If ye don't mind me asking."
Thabi and Gorpu (the father) exchange looks. "We have lived in Strepvulegu for many generations. My great-great grandfather was among the expeditionary force, The Society of Tosts, that established our little village. I tell you this not to make myself greater in your eyes, but only to stress...how desperate are our reasons for leaving." Thabi offers you another thumb of root-paste. You take it.
"These are dangerous times" You say.
"Yes. And that is why we left. Our beloved village was to dangerous a place to raise children from." Gorpu's voice cracks at the world 'children'. Your stomach sinks. "It has been a long time in coming, our town has been frequently harassed by the goblins of the west." The Ivory Menace. You know them well. "At first it was just minor banditry, petty theft, nothing serious. But 2 years ago a child was kidnapped." Your nostrils flare in rage.
"Do ye know who was the scum that did that?"
"I know only what I have heard through word-of-mouth. A vile gobliness by the name of Olngo." Your insides churn. It's as you suspected. That same Olngo kidnapped a child-dwarf from Avuzdural only last year. Fucking goblins. Gorpu sees the hatred in your eyes.
"You know of this Olngo?"
"Aye...aye." You think back to Feb, the wee dwarf-child who was kidnapped. He would be around 6 years old now, the first signs of his beard sprouting on his chin. A good lad. He always talked about wanting to become king and rule the world. A little rocky in his brain-parts but otherwise a good lad.
"Well, I couldn't let that happen to one of my own children. So, we packed our things, sold everything else and set off for Shezpacaslu. We want to make new lives there, safe lives for my wife and our three 3 sons."
"Ye have family there?" He shakes head.

(1/2)
>>
"No. No we don't know anyone...but we have heard that the City of Saffron is abundant with wealth and opportunity. As my great-great grandfather rose of old, so too shall I arise. And you friend dwarf? Why do you travel to Shezpacaslu?"

What do you answer?
>>
>>365758
I'm on my way to the City of Saffron, Shezpacaslu is but one of many stops on my way. I hope to hope my hammer, both in combat and the forge, where I can find the time.
>>
>>365823
Note that Shpezpacaslu = City of Saffron. It's just two names for the same place. Sorry if that it wasn't clear.
>>
>>365930
Ahh, yeah thought they were two different places.
>>365758
Just looking for a fresh start really, I was planing on seeing what kind of pests need exterminating in the area and hopefully make some coin off it too.
>>
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>>365954
"No particular reason. A fresh start, like ye. And maybe a chance to swing my hammer at foe and forge alike."
"And your home friend dwarf--"
"I have no home." You said a little too quick, so that it came out more cutting than you wanted it. But, it's true nonetheless. You have no home. Gorpu seems to understand he has hit a nerve and does not press the point.
"Well, my wife and I thank you for escorting us and for rescuing us from the bandits. I had really lost all hope then..."
"Think nothing of it." And with that you unfurl your sleeping bag and go to sleep. Your thoughts drift to the high walls and deep mugs of your mountainhome, your lips form the old songs of your forefathers and you cannot help but give voice to them:


Dodokidath, to Dodokidath!
Heart of the mountains beneath the barbs
Land that Id and Asmel carved
Dodokidath, to Dodokidath!

The mugs were deep, the ale was strong
Dodokidath, ah Dodokidath!
The dwarves were short; the beards were long
Dodokidath, to Dodokidath!
The days were filled with dance and song
Dodokidath, ah Dodokidath!
All was right and nothing wrong
Dodokidath, to Dodokidath!

Ah my heart, my feet on stone and they found rest
My eyes upon kingly halls, pride and love upon my breast
The smell of roast and honey as seas in their crest
Dodokidath was best! Yes! Dodokidath was best!

Fire as blood beneath the mount, gold and steel as stars in black
Dodokidath, Dodokidath! Ah, when shall I go back?
When shall I go back, to that land of my fathers? Which path and which path...
To Dodokidath, to Dodokidath.



You find yourself tearing up a little. But at last sleep comes and the morning with it. The remainder of the journey is uneventful and you make it to Shezpacaslu without any more trouble. Gorpu and his wife take your leave to look for lodgings in the town, they thank you and you accept their gratitude.

Shezpacaslu is impressive...for big folk. The outskirts of the town are covered in wheat fields and farmhouses. The inner city is surrounded by high stone walls and beyond, a dense mass of houses, shops and offices. In the center of the town there is a castle, which is also surrounded by walls, and whose ramparts can be seen even from the entrance to the city.

To your surprise the city does not directly border the ocean. The fabled Saffron coasts are nothing more than red sand. Still a sight to behold, however.

Well, you've made it to Shezpacaslu, the City of Saffron. What now?
>>
>>366249
Set yourself up with some lodgings for the night, then find a tavern or adventurers guild or whatever the parallel would be in universe.
Also do the colors on the map represent anything?
>>
>>366284
They do, but its not terribly important. The gray dots surrounding the city and the center of the town are walls. Pink/Orange buildings are shops. Red buildings are taverns. Purple buildings are temples and places of worship. Everything else are just houses and offices.

Lodgings for the night are found easily enough. There is a tavern "The Lonely Eagle" on the north side of town. You need to pay the innkeeper, a freckled young human woman named Lershi, 10 gold pieces for 3 days food and rest. Unfortunately you're flat out broke. You offer some of your other goods, but she gently refuses you and says she'll open a tab for you, but that you'll have to pay by the end of the month. You both shake on it and she gives you the key to your room.

It's a little tight, but beggars can't be choosers. You rest your feet for a few hours and use their baths to wash yourself of the filth of the road. You'll need to find work to pay off your tab, your Uncle taught you never to be in debt for too long. For now you rest.

Later that night you head downstairs to talk to Lershi about any jobs around town, hers is the only tavern in city and all rumors and information eventually trickle to her.

"Well sure, I hear things from time to time. What kind of job are you looking for?"
"Ye mean what are my skills."
"It's rude to ask a thing like that around here...but yeah."
"I'm good with my hammer, in and outside of battle. I've got a strong arm and a strong body...and I'm no stranger to blood and battle."
"Hmm...well you could try talking to Captain Zomuth, he's always looking for mercenaries to scout the area or take care of...pests."
"And where would I find Captain Zomuth"
"The castle of course! Actually.." She looks suddenly serious "I just thought of something else, a personal favor. If you do it, consider your tab paid."
"What is it?" She hesitates before speaking.
"There is a labyrinth, Rogonlecit, far to the south. Within, there lives a cursed creature, half man and half bull. I would have you journey to this labyrinth and slay this creature and bring me its head as proof of your deed. Do this and a room shall be kept for you at this tavern, forever."

There is obviously more she isn't telling you, but you sense that asking her may upset her.

>Try to figure out why wants this creature dead without actually asking her (Roll 2d6+0(Wis))
>Agree to slay this creature
>Just ask her directly
>Gently refuse and plan to see Captain Zomuth in the morning
>Write in
>>
>>366337
Flat out ask why she wants the creature dead.
>>
>>366337
Agree to do it, but ask why she wants it dead, and if there is a time limit (I'm assuming one month as that's when our tab is due).
Then look for some fellow 'venturers to give us a hand, as this seems a bit more of a challenge than one loan dwarf can handle.
>>
>>366359
>>366360
"Why this creature Lershi?" She frowns and tears well up in her eyes.
"Never mind! Never mind -- just -- just forget I said anything." She wipes her eyes. "You should go to Captain Zomuth. He'll set you up with a proper job."
"Lass...I-I'm sorry." She just shakes her head and buries her face in her hands and you leave her.

The next morning you head for the castle to meet with Captain Zomuth. The castle is open to all visitors so you have to trouble finding passage. The city is great deal more lively and crowded than you expected however. The castle is quieter and more solitary. A small garden surrounds the main keep which is itself surrounded by the walls. There are soldiers watching from the top of the walls and towers. Soldiers-in-training, mere boys, are running laps around the garden. As you enter the keep you encounter two soldiers sparring inside the keep. The other soldiers have formed a ring around them to watch. It is a solemn fight, almost ritualistic. Total silence reigns to the point where you can almost hear the heartbeats of the combatants. They are both wielding wooden training swords and circling each other. You push past the circle of men to get a better view.

The first man has ashen skin from head to toe, so that when he bares his teeth the whiteness almost glows against the black of his skin. He is fully nude, except for a crude rag tied around his waist to preserve modesty. His arms are thin and long and his back is well-muscled.

The other is short (for big folk) with long hair tied neatly in a ponytail. His complexion is light brown and his eyes have the slightest tinge of scarlet, giving them a sinister look, but he is otherwise quite handsome (for big folk), he also has a well-groomed beard, whereas the ashen man is hairless in every part of his body, head included.

They continue circling each other -- then the scarlet-eyed one lunges at the ashen man's throat. The ashen man leans to the side to dodge, the blow catches the top of his shoulder. The ashen man brings down his own weapon down at scarlet-eye's head. Scarlet eye's brings his sword back to catch the blow but is knocked to his knees by the force. Ashen man seizes the opportunity and pulls back for the final blow...but it doesn't come. He just stands frozen. You look down at the fallen Scarlet-eye, his sword has dug deep into Ashen-man's stomach. Ashen-man vomits and falls to the ground. Scarlet-eyes get's up. Someone hands him a towel, he wipes himself and leaves the room. The other's grab Ashen-man's body and take him away to a separate room. Suddenly everyone begins to breathe again and speech returns to everyone's mouths. Everyone starts speaking at once:
"Damn, no mercy!,"
"Did you see that last blow?"
"I couldn't even see when he switched hands"
"Captain Zomuth is truly a monster"
"Glad he's on our side."
"You think he'll teach me?"

So that was Captain Zomuth. Those red eyes worry you, but you don't know why.

Ah well, what will you do?
>>
Ask what all that was about?
>>
>>366539
"So what was that all about?" You ask. The human's finally seem to notice you. One of them calls out
"Hey, Senre! One of your kin."
"Eh?" A dwarf jumps down from a chair in a corner of the room. He's fully armored and wielding a set of katana at his hip. "Well met, brother-dwarf. Whence do ye hail?" You give him the greeting customary to your people, hand on breast followed by a tug on each other's beard. "Well met. I am Jon Bronzesmith, born in Dodokidath, raised in Avuzdural."
"I am Senre Oakblossom also born in Dodokidath, though I was raised here in Shezpacaslu once the war began. How are our kinfolk at Avuzdural?" He leads to his table to chat, you follow.
"They are well, few, but stout and surviving. They long for the day when they can return to their mountainhomes."
"As do we all, Asmel willing and Id guiding. But what brings ye to these parts?"
"Work and wanderlust mostly." Senre nods.
"Ye'll find work here, Zomuth is a good man, if a little...rock-brained from the war."
"What was that fight all about?"
"Oh that. Some outsider wanted to eat from the hearth (meaning they wanted knighthood), normally such requests have to be brought up the chain of command to the Lady of the Castle. But the good Captain doesn't think too well of the current Lady." He face goes dark when says this. "He tends to take these matters into his own hands."
"Will he be alright?"
"He'll be fine, maybe a broken rib or two but nothing our surgeon can't handle."
"So is everyone here eating from the hearth?"
"Not everyone no. Some are just recruits. Others are professional soldiers or mercenaries working under the Captain, not unlike ye I suppose."
"And you?"
"I eat from the hearth."
"So you too fought the Captain?"
"I did and it was a draw. But that is not why he let me join." His face falls and again and you sense you should not press this issue.
"How many of our kin live among these big folk?"
"There are about one hundred of us here, perhaps a little more. They treat us fairly well, for our skills are many and valuable. But...there is discontent as with anything."
"Why is that?"
"...I shouldn't say. Ah, here comes the good Captain. Let me introduce you-Captain!"
"Senre, how do? Who's this?"
"A brother-dwarf, we hail from the same mountainhome. He has come seeking work."
"You are welcome here master Dwarf." He gives a short bow. You that tinge of red in his eyes again, deeper than blood.
"I thank ye for yer hospitality."
"If you are looking for work, I can oblige you. Are you with company or do you work alone?"
"Alone, Captain."
"Come into my quarters, we'll see what we have for you." You jump off the chair and follow the Captain to his office, a small room with just a table and 3 chairs. An ornamental suit of armor and shield bearing a violet crest hangs on the wall behind the table. He gestures for you to take a seat. Then he takes his own and begins rifling through scrolls on his desk.
"Ah, this might be suitable!"
(1/2)
>>
"A group of bandits has been harassing merchants and travelers on the road they go by the name--"
"--Tastormato"
"That's right! I see you've heard of them."
"They were mugging some travelers on my way here before I scared them off."
"Yes, well as you can see they are quite a nuisance. I would normally dispatch a small force to take them out myself...but I get the feeling the Lady would not approve of my request. And so I should like to leave this to you. You shall be paid of course. 5 gold pieces a head, and 30 for the leader." 2 heads would be enough to cover your debt.
"Where are they?"
"My scouts report they have a camp in the forests to the west. But I'm sure they move from place to place so you'd have to track them. You might also want to take some more muscle with you, they are weak, but numerous."
"How many?"
"Mmm (he glances at the scroll) at least 20, probably more."

What do you say?
>>
>>366691
"I never pass up a chance to get rid of scum."
>>
>>366769
"I never pass up a chance to get rid of scum."
"Wonderful and...there is one more thing."
"Yes?"
"If you find any items bearing this crest (he points to the shield), I'd be willing to personally reimburse you, for their recovery, say 7 gold pieces per item. Just between us of course."
"...Sure." The red in his eyes flash faintly. You leave the office.

What do you do now?
>>
>>368379
Lets find some muscle, 20 goblins sounds a bit much.
>>
>>368379
>>368405

And now there is more than 1 person ready to Quest!
>>
>>368379
Could you describe the crest to us in greater detail, OP?

I suggest that we ask about at the tavern to see if there's anybody willing to work for us on our raid against the goblins. We might as well have a drink whilst we're there, as well.
>>
>>368465
The crest depicts two hands clasping each other at the wrist. The hands are a deep shade of violet, while the background is white.

>>368405
>>368465
You head back to the tavern to recruit some help and drink a pint (or two).

This constitutes a "Recruit" move:


RECRUIT
When you put out word that you’re looking to hire help, roll. If
you make it known…
…that your pay is generous, take +1
…what you’re setting out to do, take +1
…that they’ll get a share of whatever you find, take +1
If you have a useful reputation around these parts take an
additional +1. On a 10+ you’ve got your pick of a number of
skilled applicants, your choice who you hire, no penalty for not
taking them along. On a 7–9 you’ll have to settle for someone
close or turn them away. On a miss someone influential and ill-
suited declares they’d like to come along (a foolhardy youth, a
loose-cannon, or a veiled enemy, for example), bring them and
take the consequences or turn them away. If you turn away
applicants you take -1 forward to Recruit.


Choose your options accordingly and then roll 2d6+modifer. Keep in mind that you have no gold on hand for payment.
>>
Rolled 3, 9 + 2 = 14 (2d12 + 2)

>>368504
Vote for
>spill beans on quest
>share loot
>>
>>368513
Anon can't read
>>
Rolled 6, 6 + 2 = 14 (2d6 + 2)

>>368504
>…what you’re setting out to do, take +1
>…that they’ll get a share of whatever you find, take +1
>>
Rolled 2, 6 + 2 = 10 (2d6 + 2)

>>368518
>>
>>368523
Dat double nat
>>
>>368523
Aww yeah them rolls be juicy
>>
>>368523
We win.
>>
>>368523
Since we apparently have no money, let's use this great roll to also convince them to buy us a pint.
>>
>>368539
How about we convince wealthy folk to fund our task?
>>
File: Crest.jpg (18 KB, 393x123)
18 KB
18 KB JPG
>>368523
You pass word to Lershi and spreads it to everyone in the town. By the next day you get a line of qualified applicants waiting at your door.

(One sec guys, I can't seem to find my page of hirelings, so I need to make some new ones, in the meantime, pic related is the crest)
>>
After speaking to the applicants and rejecting some of them right off the bat, you are left with 5, reasonably competent looking hires. Unfortunately splitting the pot 5 ways (6 including yourself) doesn't leave much for anybody. At most you can hire 2 people.

# Jestri
- Human, uses a crossbow; middle-aged woman
- Cost: Uncovered Knowledge
- Skills: Protector (2), Tracker (2), Servant (2)
- Loyalty: +0
# Jath
- Human, uses a Warhammer; middle-aged man
- Cost: Money
- Skills: Warrior (5)
- Loyalty: +1
# Xetan
- Human, uses a silver mace; old man
- Cost: Fame and Glory
- Skills: Tracker (3), Warrior (2)
- Loyalty: +2
# Akir
- Hooded, uses a bronze spear; unknown
- Cost: The Thrill of Victory
- Skills: Warrior (8), Protector (2)
- Loyalty: +0
# Theni
- Bowdwarf (formerly a washer-dwarf); young she-dwarf
- Cost: Fame and Glory
- Skills: Warrior (3), Servant (2)
- Loyalty: +1

You may ask for descriptions of any of the above.
>>
>>368711
>Akir
>Xetan
>>
>>368711
Quick explanation of everything:

# Name
- Short description
- Cost: What this hire wants, you'll have to "pay" this every so often or incur discontent
- Skills: What the hire can actually do. Values range from 1-10, 10 being mastery.
- Loyalty: Anytime you ask the hire to do anything which tests their loyalty or mettle, you'll roll 2d6+Loyalty. This stat can change with time and circumstance.

Skills List

>Protector

A protector stands between their employer and the blades, fangs, teeth, and spells that would harm them.

Sentry—When a protector stands between you and an attack you increase your armor against that attack by the defender’s skill, then reduce their skill by 1 until they receive healing or have time to mend.

Intervene—When a protector helps you defy danger you may opt to take +1 from their aid. If you do you cannot get a 10+ result, a 10+ instead counts as a 7–9.
>Servant

Servants can do common tasks like cooking, cleaning or maintaining equipment. They make adventuring a comfort and joy.

Cook--When you make camp the hireling can use your rations to cook up something delicious for the party. Roll 2d6. On 10+ choose 2, 7-9 choose 1:
- You heal an extra d4 of damage with rest
- You get a hold, which you may spend later that day for a +1 to any roll
- Your bond with the hire increases by +1

>Tracker

Trackers know the secrets of following a trail, but they don’t have the experience with strange creatures and exotic locales that make for a great hunter.

Track—When a tracker is given time to study a trail while Making Camp, when camp is broken they can follow the trail to the next major change in terrain, travel, or weather.

Guide—When a tracker leads the way you automatically succeed on any Perilous Journey of a distance (in rations) lower than the tracker’s skill.

Warrior

Warriors are not masters of combat, but they are handy with a weapon.

Man-at-arms—When you deal damage while a warrior aids you add their skill to the damage done. If your attack results in consequences (like a counter attack) the man-at-arms takes the brunt of it.
>>
>>368757
>Servant
Servants can do common tasks like cooking, cleaning or maintaining equipment. They make adventuring a comfort and joy.

Cook--When you make camp the hireling can use your rations to cook up something delicious for the party. Roll 2d6. On 10+ choose 2, 7-9 choose 1:
- You heal an extra d4 of damage with rest
- You get a hold, which you may spend later that day for a +1 to any roll
- Your bond with the hire increases by +1

*Maintain weapons--While camping the hire can clean, polish or sharpen your weapon, giving it a +1 to damage for the remainder of the day

Clean--While camping the hire can clean everyone's clothes of blood and filth giving a +1 to CHA related tasks.
>>
>>368738
Akir is definitely the most mysterious of the bunch. First off, he's over 7 feet tall and wears a hooded robe which covers his face and body completely. The robe hangs all the way to the floor, covering even his feet. The way he walks and talks is also unnatural, it's as if he has one leg which he slides back and forth to move and his voice is soft and slippery. However, he claims that he is a skilled spearman and, after a short demonstration in which he killed a beetle no large than a coin from 10 paces away, you were hard-pressed to believe him.

Xetan, on the other hand. Is an old man of 70, seeking out adventure and glory for one last time. He was a ranger in his youth and he says that he is familiar with the surrounding forests and hills and learned in the ways of tracking prey. He was a soldier once, too, and for that reason, he is loyal.
>>
>>368804
They sounds like good picks, lets go with them.
>>
>>368863
You hire Akir andd Xetan. They know already what your quest entails and what rewards they might obtain. Xetan is more interested in the fame that would come from ridding the town of these pests and Akir, who is a man(?) of few words wants new challengers to test his spear.

The money is to be split evenly, 3 ways. You rest for the night and in the morning you set forth toward the western forests. This constitutes a "Perilous Journey":


When you travel through hostile territory, choose one member of the party to act as trailblazer, one to scout ahead, and one to be quartermaster. Each character with a job to do rolls+Wis. On a 10+:

the quartermaster reduces the number of rations required by one
the trailblazer reduces the amount of time it takes to reach your destination (the GM will say by how much)
the scout will spot any trouble quick enough to let you get the drop on it
On a 7–9, each role performs their job as expected: the normal number of rations are consumed, the journey takes about as long as expected, no one gets the drop on you but you don’t get the drop on them either.

You can’t assign more than one job to a character. If you don’t have enough party members, or choose not to assign a job, treat that job as if it had been assigned and the responsible player had rolled a 6.

Distances in Dungeon World are measured in rations. A ration is the amount of supplies used up in a day. Journeys take more rations when they are long or when travel is slow.

A perilous journey is the whole way between two locations. You don’t roll for one day’s journey and then make camp only to roll for the next day’s journey, too. Make one roll for the entire trip.

This move only applies when you know where you’re going. Setting off to explore is not a perilous journey. It’s wandering around looking for cool things to discover. Use up rations as you camp and the GM will give you details about the world as you discover them.
>>
>>369297
Us as Quartermaster
Xetan as Trailblazer
Akir as Scout

Not sure what to be rolling tho, 2d6?
>>
>>369316
That's right, you'll only ever roll 2d6 (unless its a damage roll)
>>
Rolled 4, 3 = 7 (2d6)

>>369326
Alright then
>>
>>369331
It's a straightforward journey. Xetan leads you through the open hills rather than the roads, allowing you avoid any assailants. It takes three days to enter the forest. Then the game of cat and mouse begins. It takes another day for Xetan to find and follow the tracks the bandits left behind, but find them you do. They are hiding deep within the forest. Several large tents, a roaring campfire and at least 20 goblins are by a small stream that runs through the forest. The broadleaf trees are short (for trees) and provide ample shade but little cover, but they are easily climbed.

You have not been spotted by the bandits yet, what will you do?
>>
>>369354
Can you give us info on how large the goblins are? And what time of day it is?

As for strategy, I think we should point out the leader to Akir who should attack him by throwing a spear after we sneak closer, then all three of us should charge the goblins.
>>
>>369677
The goblins are about the same size as yourself, some a bit taller, others are shorter. The time of day is late afternoon.
>>
>>369677
Also, you don't know what the leader looks like and it isn't obvious who it is just by looking at the goblins (they all look equally ugly). Furthermore, there are sentries that keep watch over the camp for any intruders, so you'd have to by pass them some how for Akir to get close enough to deliver the blow. At 10 paces away, Akir assures you that his spear will hit its mark, no matter what.
>>
>>369816
Let's have Zetan and us charge in and distract the gobbos, when we find out who is giving the orders have Akir get close and take him out. Without their leader it should be easy to mop up the rest.
>>
>>369825
Roll 2d6+2(Loyalty) to see if Xetan's loyalty holds up to the danger of being the bait.
>>
Rolled 5, 6 + 2 = 13 (2d6 + 2)

>>369837
>>
>>369840
"To die in battle or glory thereafter..." Xetan gives a few test swings of his mace "So be it, I am ready master Dwarf."
"Don't be too hasty to die now old man, it's a just a distraction, no need to fight them. Now, then Akir, once we determine who is the one giving orders, I will get you close enough to throw your spear."
"And it shall meet itssss mark. Thisssss I promisssssse you." The plan is struck, but will you strike now or wait till nightfall?

>Strike now (greater chance of success but higher chance of injury)
>Strike at night (lesser chance of success but lower chance of injury)
>>
>>369861
>Strike now (greater chance of success but higher chance of injury)
>>
>>369872
At night you may not spot the leader in time, its now or never. You and Akir hide among the trees, Xetan does some jumping jacks to warm up and then runs directly into the enemy camp screaming like someone poured wasps down his pants. Immediately all was noise and chaos. You and Akir get closer but are careful not to be spotted. You peel your eyes for the leader...then you spot him! He's a bit taller than the other goblins and he stands a little straighter but his most distinguishing feature is his face -- painted white to signify membership in the Ivory Menace. He is wearing plate armor with the violet crest etched on it. 3 goblins stand around him, probably personal body guards, but he himself looks more than capable with his sword.

Akir turns to you. You nod. You sprint toward the leader at full force. 2 goblins pop out of the trees and stand between you and the leader. You are still about 20 paces away.

What will you do?
>>
>>369885
Carry on charging. If possible, speed up. Then smash one of the goblins in the chest with Journey. Could you tell us what weapons the goblins have?
>>
>>369902
The goblins before you are carrying short swords of rusted iron. The leader is wielding a blue-steel (goblin steel, much weaker dwarven make but still sharper than iron or bronze) wakizashi. His body guards are wielding spears with bronze tips.

The rest are wielding spears.

You charge the goblins and ready your hammer. Roll 2d6+2(Str)
>>
Rolled 2, 1 + 2 = 5 (2d6 + 2)

>>369913
>>
>>369934
While charging you trip over an upturned tree root and fall flat on your face. Akir doesn't hesitate for even an instant, he flashes past the goblins and continues onward to the leader. You are left alone with the 2 goblins, who have now surrounded your fallen figure with blades held high and coming down at your back!

What do you do?

(You also gain 1 exp for the critical fail)
>>
Rolled 6, 3 + 2 = 11 (2d6 + 2)

>>369946
Swipe at their legs with Journey.

Rolling now, but tell me if you want a different roll command and if so I'll roll again.
>>
>>369957
Oh, hang on,we only ever roll 2d6 except for damage rolls, as you said.
>>
>>369957
You pivot your body on one arm like a break dancer and with the other you swing Journey at their feet. Metal makes contact with bone and there is a sickening crunch as one of them yields (and it ain't metal). Roll d10 to determine damage
>>
>>369957
I'm actually going to change our action, if that's alright. Hit one of the goblins in the knee with Journey, shove it over and stand up.
>>
Rolled 2 (1d10)

>>369964

>>369966
Disregard this, then.
>>
>>369970
The force of the blow rips the leg from its knee-socket and spatters the goblin against a tree-trunk. The other goblin has his ankle smashed in crumples to the floor in agony. You get up.

You see Akir's spear cut through air and then catch flesh. The leader falls backward from the blow, the spear sticks out of his abdomen with a comical finality.

One of his bodyguards examines the body, the other two charge Akir, who is now weaponless!

What will you do?
>>
>>369976
Attack the closest gobbo with Journey, aiming for their chests.
>>
Rolled 4, 5 + 2 = 11 (2d6 + 2)

>>370171
>>
>>370171
>>370189
You attempt to aid Akir with your hammer, but you are to far away to reach him in time. One of the goblins throws his spear at Akir, while the other rears his spear threateningly. The thrown spear finds its mark on Akir's shoulder, Akir screams in pain.

You reach the first goblin and swing your hammer at its chest, it tries to block with its spear but the hammer is too heavy and the force behind it too strong to resist. You smash the spear to splinters and your hammer crashes against the goblin's ribcage. You can feel his innards crumple and he is thrown back almost 5 paces from the blow.

The other goblin, weaponless and now frightened, starts running away. In the distance you can hear Xetan screaming for help. Akir is on his knees trying to break off the spear sticking out from his shoulder.

What do you do?
>>
>>370661
How many gobbos are close enough to attack Akir next round?
>>
>>370801
None. The goblins around you and Akir are fleeing deeper into the woods. Meanwhile the bodyguard that was tending to the leader is now dragging the leader's body away from the fight.
>>
>>370807
Go and help Xetan
>>
>>370876
This is a semi-important decision (since going to help Xetan will mean you are letting the leader escape) so I will wait for a second.
>>
>>370886
Fair enough
>>
>>370886
I'll second. Loyalty>gobbos
>>
>>370886
Seconding going to help Xetan.
>>
>>370961
>>370976
>>370876
The extra 30 pieces of gold is not worth a comrade's life. You tell Akir you will be back for him and sprint as fast as you can toward Xetan's voice. Running through the camp you see that most of the goblin have already fled but a few of them have surrounded Xetan with spears and are closing in. Xetan, for his part, is warding off the goblins that come too close with wild swings of his mace. One of the goblins reaches back to throw his spear at Xetan. You are in range to smash this scum into the ground where he belongs, but doing so may invite a hail of spears on you instead.

What do you do?

(roll 2d6+Str if you decide to smash him)
>>
Rolled 1, 3 + 2 = 6 (2d6 + 2)

>>371016
Dwarf SMASH
>>
Rolled 3, 5 + 2 = 10 (2d6 + 2)

>>371016
We're pretty healthy. I'll go with a warlike bellow to scare them off (and hopefully make them realize their leader has fled). If not, rolling for smash
>>
Rolled 4, 2 + 2 = 8 (2d6 + 2)

>>371016
SMASH HIM
>>
>>371039
>>371043
>>371045
You begin the ritual hymn of Sog, Dwarven God of War:
"Sog bless me and keep me. Sog make my enemies as dust before me. Sog lift up my arm and bring victory to me. Sog have mercy on my foes, for I shall have none." With a roar you leap into the air and bring your hammer down full force at the goblin's head. His skull shatters like a ripe cantaloupe and his neck collapses into his body. Black blood and filth spray on your face and arms and armor. Everyone is temporarily stunned, including Xetan. Then the goblins all rear back and throw their spears at you. You have 4 spears coming your way!

What do you do?
>>
>>371081
Brace with your shield!
>>
>>371091
Second
>Those gobbos throwing their weapons away.
>>
>>371091
>>371154
You bring your shield up and brace for impact! Roll 2d6+1(Con)
>>
Rolled 2, 4 + 1 = 7 (2d6 + 1)

>>371194
>>
Rolled 2, 1 + 1 = 4 (2d6 + 1)

>>371194
>>
Rolled 3, 5 + 1 = 9 (2d6 + 1)

>>371194
>>
>>371210
Whoops I thought internet crashing would stop posting.
>>
>>371207
>>371219
The first spear is deflected by rim of your shield, but the second punctures the shield and the momentum brings you to down one knee. Your shield won't be able to take much more abuse, if the other spears hit it, it will definitely be broken beyond repair.

What will you do?
>>
>>371260
Are the other spears in midair? If so, dodging, or anything else might not be an option.
>>
>>371266
The way I see it, we can either try to dodge out of the way or let our armor take one of the hits and hope the other doesn't kill us.
A broken shield and armor are going to cost money to fix and if we don't find any here we might be fucked.

I'm gonna vote to try to dodge out of the way.
>>
>>371266
The other two spears are still in the process of being thrown, you can attempt to dodge (roll 2d6-1(Dex)), but there is a chance of getting hit.
>>
Rolled 2, 3 + 1 = 6 (2d6 + 1)

>>371284
I'll roll for it
>>
Rolled 4, 6 + 1 = 11 (2d6 + 1)

>>371284
Dodge!
>>
Rolled 5 (1d6)

>>371302
>>371305
You are able to dodge the first spear by rolling away, by the second hits your left leg.
>>
>>371357
You take 4 points of damage bringing your HP to 19/25.

The damage to your leg is not too bad, you can still walk, but you won't be able to run. The goblins realize they are licked and start fleeing into the woods. Xetan rushes forward to help you up and you head back to meet up with Akir.

Akir was able to break the shaft of the spear off, but the spearhead lies buried in his shoulder. It's preventing major blood loss, but he will go into shock soon if you don't do something.
>>
>>371374
Use your poultices and herbs to stabilize him.
>>
>>371399
Also have Xetan run for help
>>
>>371399
"Alright Akir, just hold on now. This is gonna hurt a little. I need to remove your robe ok?"
"No! No, pleasssse..."
"Yes, stay-stay with me now Akir." You grab his rob, and he grabs your hand. It's strangely slimy. "It's gonna be fine. You'll be fine. I need to take the head out so we can seal the wound ok? But we have to remove the robe otherwise the wound won't seal properly."
"...no...no, please." His grip loosens, you take your opportunity and tear the robe, beneath it you find...scales? Snake scales. You almost fall backwards. Akir is a Serpentman! You hesitate. The only stories you've heard of serpentmen make them out to be primitive and brutal monsters that feed on the flesh of sentient creatures. You don't know now, if you should help Akir.

What will you do?
>>
>>371429
He hasn't given us any reason to think he is anything like the stories say.
Stories are sometimes just stories, and right now our companion needs help.
>>
>>371429
Stick with him. Bonds forged in the heat of battle are not so easily shattered.
>>
>>371429
Help Akir.
>>
>>371461
>>371468
>>371557
You remember the plea of your kinsmen as they were struck down by the merciless goblins. You remember holding your uncle in your arms as he bled out, and as the fortress was overrun he looked at you and he said:
"Remember Jon, we dwarves are a stout race, a strong race, fast in friendship and...slow to doubt. Be a credit...Jon...be a credit to our race...good itself is gold...good itself...good itself is gold."

Whatever the stories may say, Akir is a battle-brother and a comrade. You have Xetan hold him down while you dig your fingers into he wound and pull out the spearhead. His screams resound through the forest, but you are able to pull it. You wipe your bloody hands against your pants and take out the poultice from your backpack. It's a potent mixture of sand-whale blood and glueroot, and it is a powerful coagulant and sealant. Within the seconds after generously applying the yellow, foul-smelling paste, the wound has sealed and stopped bleeding. You rub the wound with some of your medicinal herbs to ward away infection. Akir's pulse is steady, but he is faint. He's lost some blood, but the worst of it is over and with some rest and food, he should be fine.

You and Xetan catch your breath and carry Akir's enormous body (which you now realize is the coiled form a snake with human-like arms.) to the leader's tent and lay him down to rest.

What do you do next?
>>
>>371641
Check for phat loots
>>
>>371654
Roll a d6 to see what you find
>>
Rolled 2 (1d6)

>>371659
>>
>>371660
The bandit leader's tent contains a small lockbox in which you find some spiceroot and a vial of deephive jelly. The spiceroot is good for a few rubs (its the same stuff Gorpu and his wife offered you back on the road) but the deephive jelly is very useful for your current predicament. Its a special type of jelly secreted by the queenbees of the deephives it contains extremely powerful restorative agents which accelerate recovery from injury.

You also find enough rations to last you the journey back.Most of it is goblin food, i.e rotten, shit-smelling, garbage, but the leader seemed to have had finer tastes. Most likely he kept all the food from the bandit raids to himself.

Unfortunately you find no pieces of equipment bearing the violet crest (the only one was the armor that the leader wore), you do however collect the weapons of the fallen goblins, of which there are 4 (3 dead, 1 still living, the one whose ankle you turned into putty). Finally each of the tents had a few purses of gold.

In total you find:
>Vial of Deephive Jelly (1 use, 0 weight)
>Rations x1 (1 weight)
>Box of Spiceroot Paste (2 uses, 0 weight)
>Rusted Iron Short Sword (-1 Damage, Close, 1 weight): ~3 gp
>Bronze Spear (Reach|Thrown|Near, 1 weight) x3: ~4 gp/each
>Bag of Coins (6 gp, 1 weight)

For reference here is your current gear:

# Gear (5/28)
- Equipment
* 'Journey' Warhammer (Messy, Forceful, 1 weight)
* Chainmail (1 armor, 1 weight)
* Shield (Broken, +0 armor, 2 weight)
- Items
* Adventuring Gear (1 weight)
* Antitoxin (0 weight)
>>
>>371713
Let's wait at the camp for an hour to see whether Akir's health will improve to make it easier to travel. We should all have something to eat and drink whilst we wait.

We'll be the sentry and sit outside the tent, watching for oncoming threats.
>>
>>372277
Seconded, If akir takes a turn for the worse we'll burn the jelly.
>>
>>372277
>>372422
This constitutes both a "Make Camp" and "Take Watch" move:



M AKE CAMP
When you settle in to rest, consume a ration. If you’re
somewhere dangerous decide the watch order as well. If you
have enough XP you may Level Up. When you wake from at
least a few uninterrupted hours of sleep heal damage equal to
half your max HP.

TAKE WATCH
When you you’re on watch and something approaches the
camp roll+ WIS . On a 10+ you’re able to wake the camp and
prepare a response, the camp takes +1 forward. On a 7–9 you
react just a moment too late; the camp is awake but hasn’t had
time to prepare. You have weapons and armor but little else.
On a miss whatever lurks outside the campfire’s light has the
drop on you.
>>
>>372572
Cool. Have we levelled up?
>>
>>374255
Well you gain 1 exp for killing some goblins and 1 for finding the deephive jelly (which is quite rare). That brings you to 5 exp, 3 more to level up.

Your current character sheet:

Name: Jon Bronzesmith
Sex: Male
Race/Class: Fighter-Dwarf
Alignment: Good, "Defend those weaker than you"
EXP: 5/8

# Stats
- STR 16 (+2)
- DEX 8 (-1)
- CON 15 (+1)
- WIS 9 (+0)
- INT 13 (+1)
- CHA 12 (+0)

- HP: 19/25
- Damage: d10

# Moves
- Dwarven Hospitality: When you share a drink with someone, you may parley
with them using CON instead of CHA.
- Bend Bars, Lift Gates: When you use pure strength to destroy an inanimate
obstacle, roll+Str. On a 10+, choose 3. On a 7-9 choose 2.
* It doesn’t take a very long time
* Nothing of value is damaged
* It doesn’t make an inordinate amount of noise
* You can fix the thing again without a lot of effort
- Armored: You ignore the clumsy tag on armor you wear.
- Signature Weapon: 'Journey', a Huge Warhammer forged with your own hands,
it is unblemished dwarven steel and leaves only destruction in its wake.

# Gear (5/28)
- Equipment
* 'Journey' Warhammer (Messy, Forceful, 1 weight)
* Chainmail (1 armor, 1 weight)
* Shield (Broken, +0 armor, 2 weight)
- Items
* Adventuring Gear (1 weight)
* Antitoxin (0 weight)
>>
>>374294
Sounds good. Have Xetan take watch - maybe we can use that "fix the thing again" skill component to make a try at fixing up our shield with nearby stuffs.
>>
>>374294
We should loot any metal gear from the dead gobbos; we might be able to sell it a smith.
>>
>>374312
>>374334
You let Xetan take first watch while you try to repair your shield. Unfortunately the shield is too damaged to repair without proper tools, you'll have to bring it to a smith at the city.

You bandage your leg with some cloth from the tents, luckily the wound is shallow and doesn't need much attention. As for Akir, he develops a fever so you feed him the deephive jelly.

You take all the loot you can find. What will you do with the dead goblins (keep in mind you'll need some token of proof that you slayed them to get paid)? What will you do with the goblin who is still alive (with the crushed ankle)?

Finally, Roll 2d6 to see what happens during Xetan's watch.
>>
Rolled 5, 2 = 7 (2d6)

>>374368
I suggest we take gobbo ears as trophies. Intimidate the surviving gobbo into telling us where the chief would have gone, loot stashes, dastardly plans, etc. (Roll?)
>>
>>374386
This would be a "Parley" move:


P ARLEY
When you you have leverage on a GM character and
manipulate them, roll+ CHA . Leverage is something they
need or want. On a hit they ask you for something and do it
if you make them a promise first. On a 7–9, they need some
concrete assurance of your promise, right now.


You'd have to decide what the leverage entails (maybe allowing the goblin to walk free) but you can roll 2d6+Cha
>>
Rolled 5, 5 = 10 (2d6)

>>374628
>Listen, mate, spill your guts, or I'll spill 'em for ya!
If this roll is shitty, maybe our strength/con will push it over? "Reassurance" is prob cutting an ear off.
>>
>>374715
You tie up the goblin and wait for him to wake up. After a few hours (it's now nighttime) he comes to. He's afraid, you can see that in his eyes.
"Listen, mate, spill yer guts or I'll spill 'em for ye." You brandish your hammer.
"What master Durf want to know? I'll tell everything! I'll tell!"
"Good, good. Now let's start with where your leader went." The goblin gulps.
"Can'ts I have some water? Just a little water please?"
"First tell me where you leader went. Then water." You show your waterskin as assurance.
"Leader probably went back. Back to the other camp."
"Other camp?"
"The one deeper in the forest, the hideout in the cave. Please, just a little water" You let him drink.
"Where is this cave?"
"Northwest of here, along the hills. Follow the treemarks. They lead master Durf to the cave."
"And that's where ye hide yer ill-gotten gains eh? Eh?"
"Y-yes master Durf is right. We keeps it there. That's where the Captain tolds us to go. He tolds us to hide there if trouble came."
Captain? What captain?
"Which Captain?"
"No, not supposed to say. Leader say we never supposed to say name of the Captain. Actually I made it up! No Captain!"
He's lying of course but there's only one Captain you can think of. You want to press the goblin for more info but you hear Xetan screaming outside.

What do you do?
>>
>>374883
>Run towards the screams
>>
>>374883
Seconding >>374899



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