Dungeon World 1: An Introduction

2015-01-05

In the greedy gator (pub)

The Greedy Gator is a pub, with a somewhat unpleasant/untrustworthy nature. (WHICH CITY?). In it, our adventurers sit. Cassius Kungu sits quietly, sipping a glass of water. Tap water. Vaskaar readily necks his pint.

The barman consults our rogue, Slippery John. “I ain’t seen you round these ’ere parts before”.

John retorts with his lineage. He is from the house l’Orange, founded by Terry. He is spouting lore, and pretending to be of nobility.

As the barman walks away, John tries to steal cutlery. He’s not very good at it, and fails. Badly. The sound of the cutlery clattering into his bag is noticed by the barman, who has been eyeing John with suspicion, as its unlike nobility to be in an establishment such as this (although he’d never say that out loud about his beloved establishment). The barman motions for the half-troll bouncer to go and apprehend our… resourceful…rogue.

Half-troll bouncer

Seeing the half-troll approach, Vaskaar tries to jump up. Seeing as he’s had a few ales, his balance isn’t quite where he thought he’d left it, resulting in some trippage over his shield. “Why would someone leave a shield in such a stupid place”, he mutters to himself.

John still thinks he is a criminal mastermind, and does not realise he’s been caught red-handed.

The troll acts first, but misses.

John then manages to get the gist of whats happening and tries to slide between the trolls legs. Again…not quite so dextrous, and his portly stature casues him to get trapped between the half-trolls legs. What an opportune moment. Bouncers don’t usually have such a prime target!

However, Cassius Kungu jumps to John’s aid, deflecting the blow intended for John. With the meaty half-troll fist, however, he still partially lands the blow (2 damage to John).

Vaskaar then follows through with a mace, hitting him squarely in the chest, with a soft, wet “whump” noise, followed by a slight groan from the bouncer (5 damage).

John, with his years of training, and as a master of his trade, decides to cut the waistband of the bouncer. Snip. The trousers fall. Unfortunately, the bouncer is revealed from the waist down. Completely. Being a half-troll, however, he isn’t particularly socially aware. Or shy. It does, however, leave him somewhat… exposed (-1 AP).

The bouncer is rather…well indowed. How will our players react to such a revalation?

Vaskaar fails to defy this danger, and he’ll need to try a little harder to focus the next time he tries to do anything. How can something of this stature exist?

Kungu has seen it all before. Knows that this is average at best and is unfazed. He attacks, but isn’t quite as deft as he’d wish, and takes some damage (5 damage, after armour).

Vaskaar snaps out of his stupor, aiding Kungu but putting himself in the line of fire in the process. Again, he takes notable damage (5, after armor).

With his newly established advantageous position, John proceeds to backstab. This is obviously a big hit (5hp, reduced by armor). With his knife jammed between the trolls shoulder blades, he manages to swing round with the momentum and does not get into melee as the bouncer swings back and forth.

As John is out of reach, the bouncer decided to again target Vaskaar. Vaskaar retaliates, but his God’s not pleased with all the commotion. Not at this time of night, anyway (-1 to spell casts till next commune). They trade damage on each other, with Vaskaar throwing close-range magic missiles while the bouncer smacks him (troll takes 8, deals 9).

The barman, seeing the weakened, half-idiot, half-troll bouncer, slump partially naked to one knee (while his 3rd leg manages to touch the floor) screams “ENOUGH. JUST LEAVE BEFORE I GET THE LOCAL CONSTABULARY INVOLVED.

This time, John actually manages to do something sneaky, and picks up the bouncer’s dropped ring of keys on the way out (2 keys).

Outside the Greedy Gator

As our party strolls out of the Greedy Gator, Kungu whispers something to John. Vaskaar hears…but not very well (+1 to next interrogation with Kungu or John). Noteing that Vaskaar is a little under the weather, Kungu heals him (7HP … How does kungu’s heal look? Ask questions like this). In true Human-Centipede style, Vaskaar proceeds to heal John (don’t know how much).

John strolls away to find a stable: Trottin’ Lots.

Stable: Trottin’ Lots

Upon reaching the stable, John asks the stable boy Jipetto for some advice on how to get to Dragon’s Trove. This isn’t quite his true intention though as he then puts his hand into the young stable-boy’s vestements. An envelope is uncovered…as well as 2 marbles and a chipolata.

Kungu, the ever vigilant, witnesses John pickpocketing (discern realities). The boy is going to feed the horses, but thinkgs that they might be able to stay the night in the stables.

To appease his god, Vaskaar petitions him with suffering, the price of his knowledge. The barman used to serve a lot more food. Actual food, not the slop he serves now. Used to get good prices, too. But with the contamination of the water supply, the quality of fish (and with it, the quality of the establishment) has went down.

John is taking watch for the Militiamen tonight, incase the barmen passed the message on. Little do the group know, he sneaks back to the bar (leaving them unwatched) and tries to break in with the keys. He gets in, and manages to safely light a candle. Finds nothing more than beer barrels. The bouncer was only entrusted with the key to the keg room, so that when the barman needed another barrel on he could do the grunt work.

When he heads back outside, he finds a man, one hand against the wall, ‘watering the local fauna’. When he gets back, he wakes Vaskaar to inform him it’s his turn to watch.

Next morning, they return to the bar, with the intention of petitioning the barman. If they improve the fish supply, will the barman drop all the aggro? The barman, feeling a little suspect, sends little Jimmy (sitting on the windowsill) to go fetch the militia. John gives chase.

After this portly gentleman chases a young boy round the town, both trip. John shouts over and attempts to bribe little Jimmy. for 3 gold, little Jimmy will take his money and go be distracted at the local market by the man who sells crude drawings of women, engraved into wood panels.

The barman agrees to call off the Militia if they solve the contamination, but as a sign of good faith, he requests ration backs to ease the burden of that nights dining.

Walking to Chom’s Post

The crew head out to Chom’s post. They have a generally peaceful journey, but encounter 5 bandits on the last stretch of road. For someone claiming to be nobility, John spoke a little too commonly, to which the bandits reply “If you’re noble, you’ll have pockets that are nice and friendly to us”.

FIGHT :: 5 Bandits

  1. (hp-meter (nth 0 bandits)) :: dead from John’s 2nd dagger (thrown)
  2. (hp-meter (nth 1 bandits)) :: takes 3 damage, 3 left -> dead from john
  3. (hp-meter (nth 2 bandits)) :: takes 3 damage (after ap), 3 left -> dead from kungu
  4. (hp-meter (nth 3 bandits)) :: dead from Kungu’s attack
  5. (hp-meter (nth 4 bandits)) :: takes 2 from Kungu -> 4 left -> 2 left ->

2 attack…jac fails and takes 4 - 1 damage John attacks for 8. Attacks Vaskaar often… almost dead

  • Attack again…down to 1hp

Get into Chom’s keep.

-WIP(w)- Chom’s Keep

Upon entering Chom’s Keep, they find their way to the Sleeping Tug tavern. Vaskaar gets some rest, and while he sleeps, Kungu lays on hands. Creepy, don’t you think?. However, Vaskaar appreciates this and feels a little more spritely afterwards (back to 20HP).

Kungu goes to chat to the bar keep (need to remember what was said here…don’t think it’s likely though. Notes?)

The group then proceeds to head out to the source of the river, but take a rest on the way. Kungu has a nice rest. Vaskaar has a somewhat disturbed sleep but manages to get through. John fails his watch (-1 to the groups first actions. They got the Jump.).

FIGHT :: Lizardmen

(This was ran with a bit of emacs-lisp to get real-time updating HP by using a bit of backend code…need to tidy this up).

  1. (hp-meter (nth 0 lizards)) ::
  2. (hp-meter (nth 1 lizards)) ::
  3. (hp-meter (nth 2 lizards)) ::
  4. (hp-meter (nth 3 lizards)) ::
  5. (hp-meter (nth 4 lizards)) ::

TUNE IN NEXT TIME FOR SOME MORE DUNGEON-WORLD FUN.

End of Session

Vaskaar gets 1xp for fulfilling a bond, protecting Kungu valiantly

  • took the most damage throughout entire session