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Messages - Doug Hare

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1
Dungeon World / Re: Can the Thief multiclass?
« on: May 15, 2012, 01:54:57 AM »
Oh, I'm almost certainly going to let him multiclass if he wants to, but I'm curious as to why some classes get the multiclass option and some don't.

D.


2
Dungeon World / Re: Can the Thief multiclass?
« on: May 13, 2012, 06:43:39 PM »
Ah, drat. I've only just spotted that the fighter shouldn't have been able to Multiclass until at least level 6. I'll have to gently bring that up next session.

3
Yes, getting kit through customs can be fun. I used to look after a large bag of replica firearms for some chums from Northern Ireland who were sick of the trouble they had getting them into and out of the country.

Onwards to adventure!

Two days have passed uneventfully, and the three adventurers and one wolf are approaching Battlemoor, and at the distance they notice the gates are closed and the walls manned.

A thin cry of "Halt and be recognised!" reaches them on the light breeze, and the three delvers halt in their tracks. Gilthanas makes a few clicking sounds in his throat, and Tok the wolf barks once before heading off away from the city.

"Told him to go hunt his own meals for a few days", grunts the ranger. "Walls aren't his favourite places". (Greg has returned to his home Down South, and Gilthanas is playing a nominal part in this adventure to make sure he gets his share of the cash, but doesn't get in the way)

The three men move slowly forward towards the walls, and Amdor studies the troops' deployment on the walls - he Discerns Realities and notices that they're looking in both directions, and armed with a mixture of polearms and crossbows, so he realises they're alert for threats in both directions.

Amdor cries out their fidelities, mentioning that they're working with the Sheriff, which causes a certain amount of consternation on the gate, which dies away as two soldiers clamber down from the gate and the portcullis is gradually raised, so the three pass through it, before being held up and forced to peace-bond their weapons into their sheaths. I narrate Gilthanas complying first, to encourage the other two to act. No one mentions that Amdor has a big knife concealed in his boot, or that Shanks has several smaller knives about his person, or that Eirik Helmbreaker's warhammer is wrapped in canvas inside a sack over someone's shoulder, and the soldiers don't search them closely. Knowing that they've got options, even if their main weapons are briefly out of commission, the adventurers make their way into the city, chatting among themselves about what's happened to make this settlement so newly suspicious.

And it is. Very suspicious. The group are stopped twice by patrols of soldiers as they move through the town, the first a simple perfunctory check that their weapons are bonded, but the second group contains a soldier who remembers Amdor and Shanks from their stay in the barracks, and a longer conversation ensues.

It transpires that the Sheriff has been poisoned by forces unknown, and with the ruling lords still absent (as they have been for nine months now*), the Lieutenant in charge of the barracks has declared martial law in the city, while the entire town is searched. Shanks realises that's a massive and unwise action, because there aren't enough soldiers to cover the whole settlement very quickly, but has the good sense to keep his mouth shut. The delvers ask if they can see the Sheriff, but are told he isn't seeing anyone right now.

The sergeant of the patrol pulls out a scrap of paper from his sleeve, and scrawls on it with a stick of charcoal - it's a request to the landlord of the Silver Stag Inn to find these good men a bed for the night, and to grant them credit because they can't get their bounty money until the Sheriff recovers.

Amdor and Shanks share a glance at the thought of returning to the Silver Stag, but realise it's probably useless to argue the point, and, bidding the soldiers good luck, the party heads for the Inn.

As they enter the Inn, the innkeeper looks up in the middle of filling a tankard from a cask under the bar and the colour drains from his face as he goes still, and only the dripping of ale on the floor is audible.

"You!" he splutters eventually. "I can't believe you...you came back here". Amdor grins, moving forward with the order in his hand.

"I can't believe it either. Read this and then find us a room, won't you?"

The innkeeper has by now turned a marvellous shade of purple, and Shanks revels in his discomfiture by taking a seat at a table and snapping his fingers at the server.

Eventually, civility reasserts itself, and the three swordsmen are served a meal with wine (the innkeeper's wife realising that if these men are due a bounty, they might have money to spend, and she's keen to help them spend it. Even before they get it)

As the meal is demolished, the three discuss the consequences of the Sheriff's misfortune, and a voice from another table injects itself into their conversation.

It transpires that the owner of the voice is part of a merchant caravan who's got something on his impounded wagons that he doesn't want found, and who'd pay to have someone go and get it without the soldiers noticing them, and naturally, before it got discovered.

He talks around the subject before he gets down to his actual ideas, but Shanks (master of criminal activities), rapidly Discerns what's being offered and discussed here, and that the merchant is offering too little reward when balanced against the risk.

But, they demur, and the merchant gives up the information they need to help him - the markings on his wagon, and the location of the concealed compartment where the contraband is, and the duo of Amdor and Shanks sneaks out into the streets, dodging patrols... (Gilthanas at this point decides he wants nothing to do with this, and remains handily off-screen for the moment)

It's been mentioned that a call has gone out for apothecaries to help the Sheriff, and Amdor and Shanks are naturally curious as to why the apothecary they met last time they were in town hasn't volunteered, and, after they find out her shop is closed, dark and locked and the sign has been taken from over the door, one of her neighbours informs them that it's because she's dead. They piece together the timeline of events, and realise that her death occurred before the Sheriff was attacked, and the manner of her death (choked to death, mouth and throat stuffed with herbs, right arm severed and missing) sounds like the actions of an enraged cutpurse who'd been told there was nothing she could do for his own missing arm, and with horror, the two realise her death is their fault.

Lacking any better options, the two make a visit (dodging more patrols as they cross town) to the only other person either of them can think of in town who might know enough about poisons to aid the Sheriff - Shanks' fence/dealer contact in the milliner's shop.

The sign is still swinging gently in the breeze above the door, and the mistletoe's still depicted in the band of the hat, even if the shop doesn't appear to be open for business, so the two try knocking hard on the hat shop's door. They're just about to give up and leave when a panel in the door slides back, revealing two beady eyes studying them. Shanks gives a code phrase, and the unseen person replies, and asks if Amdor is also a brother to the widow's son (ie, is he also a working thief entitled to professional courtesy).

Shanks answers in the affirmative (not especially truthfully), and the unseen person spits out a curse
"Damnations! If I'd known that, this whole thing would have run differently. Come in and we'll talk about this"

The two are ushered through the unlit front room to the back room, where even more hats are visible in display cases, together with a variety of hat-making paraphernalia. I wonder whether the adventurers are going to mention the Hat of Disguise they've looted recently, but they seem quite reticent.

A stilted and coded conversation ensues, which Amdor completely fails to follow, and his failures to keep up leave their host unconvinced that Amdor is a thief, or entitled to any courtesies from other criminals. However, this doesn't stop him brewing up a pot of delicious tea while the three of them talk about the Sheriff's recent bad luck, and the adventurer's recent exploits in bounty hunting.

Shanks tries to Discern Realities to work out whether their host is adulterating the tea in any way, but Dave rolls so badly that he's happy to take an experience point and remain unaware.

The tea is indeed drugged, and they realise it's affecting them when they both only manage a weak hit each on a Defy Danger -Con roll and I give them a -1 ongoing as the drug hits their systems, clouding their thoughts and making them feel heavy and leaden.

Their host continues on with his conversation, his voice taking on acid tones as he tells them that yes, he knows who poisoned the Sheriff, since he's a member of the Spanterhook Guild too. He helped finger Amdor as a target for the Guild's more light-fingered members, and he was involved in killing the Sheriff's deputy, and furthermore, he's looking forward to seeing what else he can reap from their bodies after the drug takes effect.

Amdor and Shanks leap into action, as their host cackles.
"Go ahead!", he cries "With every move you make, the drug takes greater effect!", and he's right. Shanks tries to grab the tea tray and throw it at him, but all he does is spill it all over the place. Amdor tries to remain calm, and instead of his heirloom blade, he reaches into his backpack and pulls out Eirik Helmbreaker's hammer. Twisting it to shake the cloth wrapping off it, he rises to his feet and attempts to swing it hard against their enemy.
It's at this point that Keith realises that if he isn't using a Precise Weapon, he's rolling +Str to Hack And Slash, so he's not surprised when he misses, smashing the table in front of them to flinders.
Their opponent makes a slash at Amdor's face with a dagger that's appeared in his fist, but Amdor's still awake enough to defend himself - he moves lightly and the swipe that would have opened his face merely strikes a silver-edged gouge in his shoulder armour.
Shanks fumbles for one of his hidden knives, which seems to be buried deeper in his clothing. He struggles, wondering whether to stab with it, or throw it. His opponent moves away from the table, diving over a display of hats, and a "click" is heard from behind the display as a secret compartment is opened.
Shanks dashes across the room to cut off any retreat, and then screams in pain as the sly fence throws blinding powder into his face. He throws his arms out around him, trying desperately to find purchase on his opponent, or something to allow him to orient himself. His groping hand finds a set of shelves, and he pulls hard on them, hoping to topple them over on his enemy.
What actually happens is that Dave's dice turn up another miss, and Shanks pulls the shelves over on himself, hurting himself and forcing himself forwards, closer to his undrugged, unblinded, knife-wielding enemy.

With measured steps, Amdor moves across the room, to get their enemy's attention while Shanks recovers. He takes a few experimental swings with the hammer, getting used to the weight of it. Shanks takes a clumsy step or two forwards, and wraps his arms around their opponent (Dave goes for the Aid Another action, and this is the best he can think of), and, while he's held still, Amdor goes all out with his best overhand strike with the hammer.

Keith's dice turn up a strong hit, and with a Fighter's high damage dice, and an extra d6 for risking damage from the enemy, and an extra d4 for Amdor's being Merciless, and an extra d6 I tell Keith to add in because he's doing exactly what you have to do to activate the warhammer's magic power, the eventual total is enough that there's a noise like someone bringing a rolling pin down on an upturned china bowl full of porridge, and their assailant drops like a stone.

The duo slump to the floor also, the drug wreaking havoc in their systems. They're lucky no one disturbs them while they breath slowly and recover.

Then, the looting begins. Shanks has been here before and seen at least a couple of extra compartments containing illegal thiefly loot, so the two of them tear the workshop apart, Shanks rolling Trap Expert to find all the secret things and potential threats he can, and for once, Dave's dice turn up a nice Strong Hit.

So, I give Shanks two uses of "Miscellaneous Looted Thiefly Kit", to represent things he might pull out of his pack at a later date, and Dave instantly asks "Might I have found a compact black hand crossbow?", and I'm happy to agree that, yes, he might have.

Meanwhile, Amdor has found a pot of black salve which Shanks confirms as Ghostweed poison, a ledger written in coded symbols, and a tiny black glass vial with a mark carved into the base.

A search of the dead guy's body has revealed a few items; a couple of nice rings, an amethyst pendant on a silver chain, a barbed S tattooed on his right wrist, and one more concealed, envenomed knife. Amdor surprises me here by saying "Well, we'll leave that on him. We're not here to rob him, just to find out if he knew about the poison"

And while I'm still gawping at that he says "Now I think we need to summon the Guards in here", and then does exactly that.

Shanks and Amdor then proceed to cooperate with the soldiers when they arrive, and barely protest when the Lieutenant turns up ten minutes later and asks them both to "accompany him to the barracks".

The two are placed under guard while their story is verified as far as possible, and meanwhile, Shanks turns his attention to the ledger.

Using the data he has got, including stuff he's bought from and sold to this fence in the past, he's able to decipher it (well, that and a Strong Hit), and works out that the fence paid a whole lot of money for a few things in the past - the amethyst pendant uses the same code character as the black glass vial, so the vial's either an antidote, or a superbly potent poison, since the amethyst is a periapt against poison. He identifies the ruby ring the fence was wearing as a piece of probably magical jewellery, and then studies the Infinite Folio to identify it as the work of an enchanter noted for his protective items.

Essentially, Shanks is on a roll here. He asks one of the guards to fetch their Lieutenant, and then asks that officer if he can send a couple of soldiers to retrieve the expensive items from the fence's shop, because he thinks they can be used to cure the Sheriff's poisoning. The Lieutenant, after some reassuring words from Amdor, agrees, and men are dispatched, and told to meet with the Lt. at the Sheriff's house, where his men are guarding him. The Lieutenant's slowly becoming convinced that the two swordsmen aren't just a pair of mercenary chancers keen for their bounty, and do genuinely want to help. There's a touching moment when Shanks realises that he really had stopped thinking about the reward money, and was really concentrating on just doing his third good deed.

There's a certain amount of tension between the sheriff's men, and the lieutenant's men, when they all get together but eventually the presence of Amdor and Shanks and the various items helps to convince them that they really do intend to help.

They're taken in to see the Sheriff, who's on a bed in the lower room of his house. He looks terrible, pale, drawn and barely breathing, and also much less imposing without his breastplate on. His eyes are open, but he doesn't seem to be able to focus on anything. At Shanks' direction, the periapt is placed around the Sheriff's neck, and they wait, eagerly, to see if it has any effect.

It doesn't. The ring is placed on his finger, and similarly, nothing of any great import happens.

Shanks swallows, deep in his throat, as he realises it's down to the last coin-toss. He explains that the glass vial contains either a potent restorative, or a presumably deadly poison.

Amdor chuckles "If I were in charge, I'd make you taste it first". Shanks shoots him a venomous glare, and is probably right to do so, because the soldiers and guards exchange glances, and an unspoken consensus forms in the room that that's exactly what should happen.

Shanks licks his finger, dips it into the vial, and then puts the finger in his mouth. After a few sweaty-forehead seconds, he doesn't show any signs of keeling over and dying, and he then lets out one great and sour fart, to the dismay of all the soldiers who were drawing closer to peer at him for any evidence of poison.

Since it's proved non-fatal on Shanks, the remainder of the vial's contents are administered to the Sheriff. He starts to thrash around like canvas in a hurricane, and his men move to hold him down so he doesn't hurt himself on the furniture. Then, the Sheriff emits the most terrible sustained burst of flatulence any of them have ever heard (Ever see that episode of the Young Ones where Vyvyan is convinced he's pregnant, but it just turns out to be an enormous fart? Just like that) before colour returns to his cheeks and he begins breathing again.

"My gods!" he cries out "It smells like a privy in here!", and the tension breaks in the room. Laughter breaks out in every direction, although the guards do also open every window they can find, and one of them says
"It's a good think you can afford a covered lantern, Boss! If your room was lit with candles, we'd all have been killed in the explosion!"

The Sheriff is recovered, and ravenous. He dismisses his men back to their homes and their wives, thanks the Lieutenant, and then demands that everyone give him a moment's privacy so he can put some fresh clothes on and then get himself fed. He takes Amdor and Shanks by the shoulders and orders them to take him to an inn, where they can tell him all their news, and he can eat until he's full.

They do, and we close out the session.

Both Amdor and Shanks are level 4 now, and they've both gone for the same move - Amdor's taken Multiclass Dabbler, reasoning that he's been watching Shanks fight, and has learnt a few lessons about rolling with blows and not getting hurt, so they've both taken the Underdog move.

Dave wonders if Thieves can multiclass, since he's seriously considering taking a move from the Cleric playbook once his divine penance is complete, and I mention that it will be gone as soon as Lhydia, goddess of civilization, home and hearth, next thinks to check.

(I also want to see if I can manoeuvre Shanks near a temple at some point, to have another, rival god make him an offer)






4
Dungeon World / Can the Thief multiclass?
« on: May 13, 2012, 10:30:19 AM »
Just checking, since the Thief in my game has had a religious experience, actually has a decent Wisdom score, and is wondering about Multiclassing into Cleric, but doesn't have it as an option on the character sheet.

(The Fighter in the same game already took Multiclass so he could get the Thief's Underdog feat, and I know it'll upset the Thief if I don't let him cherry-pick from other classes' best moves.)

5
Larping photos:



This first one is the most current. I'm on the right, because I help run games for Profound Decisions in the UK. This image may help you pick me out of the pictures that follow.



This is one of Profound Decisions' games: Maelstrom, essentially the conquest of the New World by the colonial powers of Europe, but with the fantasy dial turned up to 10. These people are all watching a nativity play put on by a group of snake people who worship a rat, and a reformed demon. It makes sense in context.



That's me at the front, in the long coat, with the blunderbuss across my back. We are all happy because we've just tested the world's first flamethrower (or, in the terminology of the game, Portable Dragon Cannon) on an annoying angel. And it has worked, superbly.



Different system now - this is me as a fighting healer at the Lorien Trust. My first attempt at european style maille. I've got better since.



Here we all are, playing monsters at a Lorien Trust event, hence the simple and re-usable kit.



I'm in the green shirt and gold armour, because I'm playing the Champion of this particular nation (the Dragons). The gold armour is an in-game artifact. It's practically indestructible, and it makes the person wearing it fairly tough.



Back to Maelstrom. That's me, and our mercenary company's quartermaster. Yes, that's a larp-safe crowbar. It's even got an engraving on it.



No one ever notices I'm in this one. I'm behind the pretty lady.



The chain of events that lead to this picture would make your head spin.



Again, I'm behind the pretty lady.



One last one for now. That's me at the front. I'm carefully breaking all the bones of the corpse on the floor in the hope that we'll thus be able to throw it further. Gnollish games of skill and dexterity are peculiar things.

6
So, Amdor and Shanks have made enemies of the Spanterhook Guild, after Amdor's sword magically maimed and killed a thief who tried to steal it, so, the two of them tried to find their hideout, using Amdor as a stalking horse, and Shanks donning a monk's habit to follow at a distance.

This leads them through the warehouse district, where they completely fail to understand the clues that might have lead them to the hideout, and then into a botched ambush which leaves two thugs dead, and one cutpurse dreadfully maimed and accidentally poisoned after a self-inflicted accident.

The two take the newly-one-handed cutpurse to an apothecary while he recovers, and bump into a bulky moustachioed figure, the town's actual Sheriff. He allows them to finish their business with the thief, before questioning them about their motives, actions and all the time seems to be troubled by a foul odour in his nostrils, before passing on more information and suggesting that they get out of town for a while and try and bring Eirik Helmbreaker to ground, while the Spanterhook Guild loses interest in them.

They spend a night in the barracks, the Sheriff's idea to keep them safe from thiefly attentions in the night, and in the morning, collect Amdor's new armour before venturing out, equipped for hunting.

For the next session, our chum Greg is in town, and through a long series of text messages, he creates a Ranger character for a cameo appearance, and this proves very useful for the party, since there are tracks to be followed and wilderness to be braved.

Gilthanas (the name of an old favourite character of Gregs) is a leathery fellow, sharp-eyed and hooded, bearing two swords under his camouflaged clothes, and followed everywhere by a sinewy and savage wolf called Tok.

The two adventurers first encounter Gil the Ranger taking a lunch at a farm up in the hills north of Battlemoor, and then Shanks and Gil realise they've crossed paths before over the Goblet of Shun affair. Amdor brushes their concerns aside and suggests the three team up to take down Eirik.

Two days of tracking and weird footprints leave the trio outside a hunting lodge, ready to take on Eirik and his gang, rumoured to number around eight or ten. Tok's been showing signs of caution and fear of the unnatural for hours, and the three have no idea what they'll face in there, which is why they're surprised when they see Eirik dashing down the valley towards them.

A mess erupts - of fire arrows, frenzied wolf howls and hideous growls from within. A  monstrosity squats within, half man and half troll (despite the impossibility of that), and surrounding it, bones and bones.

Eventually, the party wins out over the monstrosity, setting the hunting lodge ablaze in the process, and finding out the secret behind Eirik's reputation - Quercer, one of Eirik's gang is an illusionist, and had been modifying the gang's appearances between engagements. Shanks dons a magic Hat of Illusion, and takes on Eirik's appearance and is nearly maimed by Tok after Gilthanas thinks he spots Eirik escaping and sets the wolf to "Sic'Im!". Eventually, Shanks sheds the hat, and Tok is persuaded eventually to heel. Greg regrets taking the Savage and Forgetful qualities for his companion.

So, that's what's gone by, and next session I'll get back to full reports. I'm thinking about doing something drastic to the gameworld. Possibly a demonic invasion.

7
Now, I apologise for not having updated this in a while. A summary of the events in the game will follow, and then I can get back to Actual Play reports as the sessions occur. Oh, and I'll post a few lrp photos.


8
Dungeon World / Re: Spanterhook guild?
« on: March 30, 2012, 01:16:56 PM »
I've been laying clues for my players to see if I can get them to go near the Spanterhook Guild, and on Monday, I'll see if they bite.

D.

9
Thanks, Noofy!

And I can post a few pictures of the larp if you want to see them...

10
So, the session begins, with new character sheets again, and wouldn't you know it, the only misprinted ones in the new character sheets are the Fighter and the Thief. The changes to Hit Points cause a certain amount of conversation, with both players keen to see how this, and the new rules on variable monster damage, will work in play.

Also, Keith notices that from the rules on XP, that Amdor's levelled up, and, upon reading the new Moves involving sacrificing Armour to mitigate damage, opts for Iron Hide as his new move.

Dave bemoans Shanks' lagging behind, but I remind him that now misses yield XP, and also his alignment has finally stabilised now that the Chaotic option exists. Especially since he thinks that's the way he's been playing Shanks all along.

So, we open with the two PCs blissfully asleep in a barn, waking up, being given a basic breakfast by Hendrik the miller's son, and then escorted to the road by him, which they pay him for in stories of derring do and bravery. Hendrick may yet reappear, but for the moment, he bids them farewell and lets them on their way to Battlemoor.

Battlemoor! I get a chance to describe it, so it's essentially a big hill-fort, and it's Market Day (because I know the characters want to buy stuff and fence items). Also, I mention the bright tents and banners of a company of travelling players, partly because I've got something I want to do later to the characters involving it, but also as a bit of colour, and an option for them to go and have fun if they want.

First off, the two opt for finding a place to claim the bounty on Grundloch's head, mainly so they don't have to keep carrying around a head in a sack. They find the Sheriff's office, snatch the Wanted Poster of Grundloch from the notice board, notice another poster for a bandit called Eisen Helmbreaker, and head on inside.

The Sheriff isn't in, but one of his lackeys verifies their claim, after some suspicion and a warning that if they've killed someone who just happens to look like Grundloch, their ignorance will not be a defence to a charge of murder.

Stealing quite shamelessly from both Firefly and A Song of Ice and Fire, the deputy recants a tale of a rash of midget murders when a bounty was placed on a notoriously short human arsonist. The characters are curious, and Shanks even dredges his knowledge of Criminal Ways to identify the villain as Keneb Firesprite. Now, I thought this might just have been a throwaway detail, but Keneb may need to make an appearance at some point...

We debate slightly over what Grundloch's head might be worth, and eventually settle on 75g, roughly halfway between a run-of-the-mill killing and an assassination on the price lists. Keith is tickled by the idea of a standard run of the mill killing.

But, eventually the deputy is satisfied, and issues the two of them with a receipt for the head, stamps it to make it official, and heads to another room to unlock the safe where all the cash is. Shanks is too busy listening to the noises from the safe to pay too much attention to what his larcenous hands are doing, which is why, when Dave rolls a miss on attempting to steal one of the official stamps, he accidentally knocks the pot of red ink all over the desk, before attempting to mop it up with various parchments.

Shanks cries out in innocent alarm, and the deputy returns to the main office with a small sack of coins.

"Here you go. 70 gold", says the deputy.

"Erm..." say Amdor, "Didn't we say 75?"

"Minus the Cleaning Up My Desk and Several Destroyed Sheets of Vellum Tax".

Not wishing to argue, an angry Amdor and a red-handed (literally) Shanks leave the office.

Then begins a shopping expedition. Amdor trades in his chainmail and hands over coin to have a breastplate and scale made to fit him, paying extra for quick results.  He also notices that the maker's mark on some of the armour in the shop is the same as on the armour on some of the goblins back at the Hall Under The Hill (this is because the Black Gauntlet bought it to supply them, but Amdor doesn't know that) Meanwhile, Shanks hunts for a duelling rapier since he can now afford one, but his first roll on Supply yields another big Miss, hence the weaponsmith he encounters refuses point blank to deal with the scruffy, bloody handed rogue, and tells him to get lost. The weaponsmith doesn't want noble customers frightened off if any of them should happen by to discuss rapiers and finely engraved crossbows.

On a happy note, these two misses have left Shanks with enough XP to level up.

Amdor visits a jeweller's, and is impressed with the security, while trying to fence off the pouch of gemstones they got from Grundloch's pockets. The Imbued status of the gemstones attracts the elven jeweller, who believes this might make the gemstones easier to enchant, or possibly result in magical properties if they're used in crafting, and thus he's easy to persuade. He offers Amdor a large sum of money for the lot (250g), which the fighter gladly accepts.

Meanwhile, Shanks has used his knowledge of Criminal Dealings to Spout Lore that fences and dealers in shady merchandise often have a sprig of mistletoe on their signs to indicate this, and has indeed spotted such a spring sticking out of a hat on a milliner's sign. Hence, he heads in there and casually utters a few code phrases to indicate that he is In The Know, and Willing to Buy and Sell.

The shopkeeper recognises the words, if not the speaker, and the two head into the back to conduct mutual dodgy deals. Shanks comes out of the deal with new throwing knives and a cameo ring for dispensing poison, but sadly, not a blowpipe and darts which he'd hoped for.

The two meet up again in the street, and Amdor notices that Shanks, despite visiting a hat store, hasn't bought a hat. Shanks, for his part, notices that Amdor isn't wearing his armour or carrying his shield. Neither of them notice that they're being scrutinised by a member of the Spanterhook Thieves. Shanks, having given the code phrases, is off-limits as a visiting professional, but Amdor isn't, and thus, unbeknownst to our heroes, a plan is hatched.

Shanks makes one more attempt to find anyone who might be selling fine duelling rapiers, and rolls a Strong Hit on a Supply move. He not only finds one, but gets a decent discount on it.

Meanwhile, Amdor is checking out maker's marks for every seller he can find, and indeed, most of them were also present on the weapons or armour on the goblins and lizardmen he encountered recently. Amdor attempts to Spout Lore regarding goblins and their weapons, but rolls another Miss, so not only does he not reach any conclusions, but he finds at the end of his wandering that his pouch has been expertly slit, and that a good chunk of his coin is missing. Luckily, he paid for his armour in advance.

The two rendezvous at the coaching inn, where they intend to rest up for a day or two, until Amdor's armour is ready, and then head out. Their companions in the inn are mostly merchants and a few caravan guard captains, who mention the dreadful bandit Eisen Helmbreaker again.

The two adventurers dine well, and drink well, exchanging drinks and stories with their companions. Then, entering the common room come the travelling players, or at least, those few of them with portable acts or convincing voices.

"Come!" they say "See the awesome marksmanship of Seamus! Thrill to the tricks of Niknak! Witness the fiery powers of Vladimir! All on show at Novak's Travelling Carnival!" (and here I'm glad that neither of the players attend the LARP I go to, because I have in fact nicked this lock-stock and barrel from there)

And, apart from a juggler and sword swallower doing minor tricks to entertain the crowd, and as a hint at what greater delights might be on offer at the main show at midnight, a fortune teller is making a round of the bar. I describe her as the classic gypsy fortune teller, all silk scarves, bangles and big silvery ear-rings.

Shanks, as a fan of the short con well done, takes her up on her offer and asks her to divine Amdor's fortune. She produces a pouch of runestones, and asks Amdor to draw out five for his fate. Amdor chooses The Sword, The Gods, Life, The Demons, and Death, and is thus informed that his is a hero's fate, and that he will stand between good and evil, life and death, and make his way entirely by his skill with his sword.

Discerning realities, Shanks detects a hint of cold reading in the interpretation of the tiles, but also a worrying hint that there might be more to this than just a clever woman playing on the gullible.

The fortune teller offers Amdor the same choice; does he want to pay to have Shanks' fortune told, and sportingly, he does.

The tiles are returned to the bag, and the bag is re-tied and shaken, before being untied and offered to Shanks.

Shanks reaches into the bag, and feels the tiles almost skitter away from his grasp. He twists his hand left and right and finally grabs a tile and brings it triumphantly from the bag, to the relief of Amdor, who thought Shanks was drawing out whatever joke he was playing a little too long.

The tile is blank. Shanks turns it over in his hand, only to reveal another blank side. The look on the fortune teller's face suggests that this isn't a usual occurrence.

She accuses Shanks of slipping in a blank tile. Shanks protests his innocence, and, in his haste to show that there's nothing up his sleeves, reveals his still faintly-red hands, and the Mark on his left forearm. The fortune teller identifies the symbol on the mark as a combination of Hearth, Home and Children, but maintains that her pouch of runestones doesn't have a blank in it. She demands that Shanks draw again, properly this time.

Shanks reaches into the bag, and withdraws another blank tile. And another. And another.

Colour fades from the fortune teller's face and, all pretence aside, she whispers in a voice suddenly free of artifice and accent "What did you do? What's going on?"

Shanks, continuing to pull blank tiles from the bag, can only shrug.

The fortune teller, suddenly afraid, pulls the bag from Shanks, scoops the tiles back into it, and throws the two gold pieces the adventurers paid her back onto the table, before fleeing. Moments later, all the travelling players are gone from the inn.

The two adventurers sit in silence for a moment or two before Shanks deflates the tension with "Is it my round?" and Amdor gratefully answers "Heck yes!".

Shanks takes a trip to the bar, where he's flirted with by a comely barmaid, and, when he responds in kind, the two of them wander off to "discuss matters in private", while Amdor enjoys a goblet of special mead.

Then, since he's very tired, Amdor heads for bed. The reason he's very tired, is of course, because the mead was drugged. Drugged by the Spanterhook Thieves, those rascals.

Amdor comes to; there's a scent of roasting meat in the air and he idly thinks about breakfast, except that it's still dark outside, and he can see that because the window shutters are open, and of course there's the screaming.

The screaming also wakes Shanks, who is lying in the street behind the inn with a lump on the back of his head like half a pickled egg, from where he's been expertly sapped. A quick and reflexive check of his possessions yields nothing missing, which mystifies him. He shakes his head to clear it and identifies the room the screaming's coming from. The one with open shutters! Their room!

Amdor sits bolt upright in bed. In front of him a skinny human clad in dark grey is desperately trying to loose his grip on Amdor's sword, which remains resolutely stuck in it's scabbard. Furthermore, wisps of smoke and a sizzling noise are coming from the thief's right hand, where the hilt of the sword appears to be burning through his gloves and flesh as if it were red-hot.

Amdor moves his legs under himself and then launches himself at the intruder, knocking him to the floor, but not dislodging the sword, which continues to burn the young man's flesh.

Shanks appears at the windowsill, leaping into the room like a master of parkour. Noises are beginning to come from elsewhere in the inn as the screaming continues.

Between the two of them, the adventurers subdue the intruder. Amdor reaches out for the sword, which seems almost to leap into his hand, cool as a summer stream.

Finally roused, the innkeeper hammers on their door, which Amdor blocked with a chair before he slept. The obstruction is removed, and the red-faced man begins a torrent of hissed words. During this conversation, the thief shudders and dies. Eventually, after a number of confused exchanges including

"I was unconscious outside"

and

"well, it's never done it before"

the corpse is unceremoniously flung out of the window and dragged by the innkeeper's son to the the midden.

"We'll talk more in the morning", says the innkeeper.

"No. We'll say nothing about this in the morning", says Amdor, and, since it's getting late, we opt for the End Of Session move there. Shanks levels up now, since he's got the pencil out.


11
Dungeon World / Re: Is Carousing too expensive?
« on: March 23, 2012, 04:14:31 PM »
[ Why bother risking prying the gem out of the statue of the evil god?

It might be magic? It might stop the statue rampaging around, crushing adventurers with hammer-blows from the massive stone fists some sculptor carved so lovingly all those years ago?

Or it might just make the difference between Wealth 3 and Wealth 4 for the loot?

12
Dungeon World / Re: Is Carousing too expensive?
« on: March 23, 2012, 01:25:04 PM »
I agree with the notion of abstracted wealth, especially if we could get it into a -1 (Poverty) to +3ish (Rich Beyond The Dreams Of Avarice!) range so Moves could be Roll+Wealth.

D.

Hmmm.


13
Dungeon World / Is Carousing too expensive?
« on: March 23, 2012, 12:55:48 PM »
I'll post the Actual Play later, but my two players just got out of the Bloodstone Idol adventure, and even though I threw in some more loot to make up for the stuff they missed, and including the bounty on Grundloch's head*, they still didn't have enough gold to feel like spending 100 of it (or even more) on Carousing. They suggested it might be over-priced - what have other people experienced?

Cheers,

Doug

* we pitched the bounty somewhere between an assassination at 120g and a run-of-the-mill killing at 5g, and came out with a figure of 75g. Less than an assassination because no stealth, discretion or secrecy was necessary, and more than a standard kill because the target was a Master of The Arcane Clay.

14
Actually, I quite like the idea of my player adding in details to indicate his character's lack of mercy.

I'm looking forward to "and then I twist the blade to make him suffer" and "and when he's down I'm going to kick him in the knee".

15
Dungeon World / Re: The new character sheets...
« on: March 22, 2012, 01:06:57 PM »
Specifically, the Fighter has "Built, Body, or Ravaged Body" and the Thief has "Shifty, Eyes, or Criminal Eyes".

These should probably read "Built, Lithe, or Ravaged Body" and "Shifty, Sharp, or Criminal Eyes"

Doug.

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