Barf Forth Apocalyptica

powered by the apocalypse => Dungeon World => Topic started by: Parkerdhicks on June 05, 2011, 07:10:04 PM

Title: Actual Play/Questions: Landfall!
Post by: Parkerdhicks on June 05, 2011, 07:10:04 PM
Hey, y'all!  I just got done playing my first game in a West Marches-style campaign, and it had its ups and downs.  Here's a few questions to keep in mind as you read, and then the chronicle:

Questions
Lessons Learned

There were five players

Play started on a ship headed for Landfall, a new settlement on the recently-popped-into-existence continent of New Aelfer.  After establishing bonds, which created a nice little web of intrigue, we opened with Pendrell playing music on the poop deck; Valtar and Sanguinas at the bow, observing the new land; Fenfaril below decks, packing up his travel lab; and Brandon in the crow's nest, getting the lay of the land.

The ship groans, and Valtar and Sanguinas discern realities.  Valtar hits, and asks what he should be on the lookout for.  I show him a flash of yellow and orange coming from beneath the ship, and a shipwreck a few hundred yards away.  Brandon scrambles down from the crow's nest.  As Valtar runs and screams about trouble, tentacles erupt from the water.  One snatches Sanguinas as he stares (on his missed discerning) at the ship wreck, and he's bound up tight.  The other grabs Brandon as he rushed to try and save Sanguinas and missed his hack and slash.  It's a giant squid (Level 2, 20 HP, Armor 2, snatching and ripping moves)!

There's a fight.  Pendrell plays healing arcane music and hits hard each time.  Valtar throws a knife (volley) and stabs the thing in the eye.  Sanguinas and Brandon fight the squid in the water, each dealing significant damage.  Sanguinas eventually lops off the end of the tentacle holding him, dealing enough damage to "kill" the squid, which sent it running back off to its lair to die in peace.  At one point, Fenfaril spouted lore, realizing that the creature wasn't just attacking to attack, it was attacking to show off, and that throwing some gold into the water might distract it.

After the fight, Pendrell tries does some more healing, but misses his second one, drawing attention (I filed this note away--a campaign front somewhere stirs!) and breaking a string on his mandolin.  Fenfaril tries to steal some of the gold he realized he could throw after the squid, but Valtar and Sanguinas catch him and there's some Parley and Sanguinas promises that the gold is meant to go to the adventurers anyway, as it's going into the Order's coffers to finance their expedition.

They get to land and meet the villagers.  Valtar is dismayed at the small size of the village, as there's no real chance for sneaky criminal activity.  He does, however, manage to steal the keys (tricks of the trade, with a soft hit: suspicion--steal jewlery and have Captain Harkas remember how handsy you were or cost: have to come back later to use the keys) to the lockbox.

Valtar and Pendrell set themselves up as celebrities in the small town of Landfall by telling tales of their exploits and Sanguinas talks with his superior in the town, Tanfael, about how everyone will be provided for (which leads to some questions on rations and such).

That night Valtar steals a longboat and sneaks back stealthy-like.  On a soft hit, he chooses "get in", so just as he's pulling himself up over the railing on the ship, he sees Bill, the night guard.  He convinces Bill (with no move) that he had actually been on the ship all night, and fallen over the railing when he was pissing because he was drunk.  He parleys with Bill in order to be left alone for the rest of the night, and Bill asks if Valtar will take his night watch post (the concrete promise, to allow Bill a night in the town).  Valtar agrees, runs off to scrape a few goldpieces of the lockbox (I rolled 2d12 to see how much he got, came up with 15), and plants some in Bill's bunk.

The next day at noon, the party meets and agrees to set off north around the coast.  Here's where things get a little messy--the beaches to the northwest of Landfall are one of the few places I didn't have much prepped.  As they go over the plains, they travel for two days in safe territory and start asking about tents.  I ruled that it was part of adventuring gear--which only two of them had.

Then they undertake a perilous journey, but they don't have that many rations and Brandon took a +0 Con (see lessons learned), so they keep it at one day and on a soft hit, they are followed.  I had Brandon roll alone for the whole group because the old rules left it open, and then when I realized that everyone had to do it themselves, the dice had been cast.  And we were running out of time.  And there were grumbles about me not preparing the players adequately for an overland adventure--not everyone could carry rations and a weapon, for instance.

What were they followed by, since I had no prep done?  Well, giant crabs, done up on the fly!  A group of 3, so 1+1 armor and 10 hitpoints.  They massacre the crabs.  Valtar sneaks around to get a backstab, and Brandon uses his hawk to buff both a Called Shot and a Volley.  Sanguinas hacked and slashed the other one and they dropped quick.  By this time we were at the end of our time, so they packed up, I didn't have them UPJ back home, just said "boom, end of session, you're home in Landfall, plus up your Bonds."