AP - first adventure in 'la marca del este'

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AP - first adventure in 'la marca del este'
« on: March 19, 2012, 06:12:28 PM »
On last Saturday we had our weekly RPG meeting, this time to have a AW encounter, we were three people and me, as DM.
In the beginning we have planned to play "La Marca del Este" Module using AW rules, but at the end the adventure was developed in other way.
The players were:
 - Iván was a Paladin, called Ben.
 - Ismael was a Fighter, called Zack.
 - Juan was a Thief, called Falcao.

The players decided that they know each others from a long time ago, and they have been working together in other adventures, their meeting point was Villa Gris, a small village, near the Elms forest

Let's start with the scene:
A sunny day the mayor of the town order them to investigate some assaults that are suffering the travellers that cross the Elms forest.
Only Ben and Zack arrived to the meeting with the mayor, so they decided to look for Falcao at the inn where he lives usually. After talk a few with the barman, he tells them that Falcao owes a lot of money to the moneylender and two nights ago, a pair of moneylenders grunts come and took him. Both players decided to go to look for Falcao, and investigate all together the assaults.

To find the moneylender house was easy, everybody knows where he lives, the difficult thing is to come in and go out with Falcao alive.

Meanwhile, Falcao wakes up in a little and dark cell, he looks on his hidden pocket and takes out his picklock and open the door, without wake up the guardian, but in the last moment, the sound of the floor awoke the guardian, and attacks to Falcao, in an unbalanced combat, Falcao gets to knock down the grunt and starts to wandering in the dungeon of the moneylender lair looking for the exit.

Ben and Zack arrive to the moneylender house and ask to talk with the moneylender, the guardian ignore them, and threaten them; they decide to attack to the guardian and enter into the house. The cries of the adventurers show to Falcao where is the exit, so he goes out to the surface some instants after, meeting his friends. All together flee from the lair followed by the moneylender grunts.

Finally, the three friends decided to fight against the grunts, after a long combat, the grunts are reduced. But our heroes, Ben and Falcao, are wounded so they decide to recover from their wounds, before to go into the forest to investigate.

This is the summary of the first part of our adventure, I am a Spanish speaker so, please correct the possible mistakes that you can find in the text.

After this first adventure, the players are very happy with the RPG, and want to continue the adventure.

If you liked it, please tell us, and I will send you the next part of the adventure.

Grettins Miguel
fighting in the fields of Cerignola.

*

noofy

  • 777
Re: AP - first adventure in 'la marca del este'
« Reply #1 on: March 19, 2012, 07:56:14 PM »
Bienvenido al gremio de Miguel del aventurero!

It sounds like the lads had a wonderful adventure :) Of course we'd like to hear more. If its not too much to ask, a few details on which moves (both player's and GM's) were decided on is very helpful to mesh the story with the mechanics.

I especially like Ben, the wayward Paladin, as the leader of a rather roguish troupe. I can't wait to find out what lurks in the forest.

Have you any ideas for 'fronts'? I'm sure the moneylender and his cronies are in the spotlight, but do you have any dungeons or monster ideas?

Thanks for your telling us all about your play, its so cool to see DW being played all over the world!

Re: AP - first adventure in 'la marca del este'
« Reply #2 on: March 20, 2012, 03:52:24 AM »
thanks¡¡

was a great adventure.
This next weekend we will be staying to play again.

During the week I will be posting the dungeon and the monsters.

As I can download Dungeon World Beta 1?,  in the downloads section can not find it.

ben player, is a man with great imagination, the 'hike' in the forest will be very fun.
fighting in the fields of Cerignola.

Re: AP - first adventure in 'la marca del este'
« Reply #3 on: March 20, 2012, 04:54:56 AM »
Front: Elms forest tower.

Cartaramûn is a priest of a dark and evil god, a few months ago discovered the tomb of Magoo d'Urbra, an evil wizard, in the old tower in the forest.
With his apprentice (called Sole), entered the tower and found that Magoo is a ghost and there are undead in his grave.
Cartaramûn not have enough power to control Magoo, so with the help of goblins
that controls this assaulting and killing everyone he encounters in the forest.


Front: Elms forest tower.
Impending Doom: Cartaramûn get enough power to control the tower's undead and takes to the invasion of the small town of Villa Gris.
Stakes:
as going to get enough power Cartaramûn?
Magoon's spirit shall be put to Cartaramûn?
there is someone else who knows the location of the tomb of Magoon?
Sole betray his master?
cast:
Cartaramûn the priest with lust for power.
Magoon d'Urbra, the spirit of an old powerful wizard.
Sole, the zorback's apprentice.
Grim Portents: ??????

Danger: The Cartaramûn's goblins.
Impulse: Will help Cartaramûn to gain power.
Description: Before the arrival of Cartaramûn, these evil goblins lived deep in the forest,
Cartaramûn found them and convinced them to help him in return gave them a shelter in the old tower.
Moves:
   • Obey Cartaramûn.
   • Weaker force to overwhelm
   • Run away from the powerful enemies.
   • be more numerous every day.

« Last Edit: March 20, 2012, 01:42:13 PM by elmitxel »
fighting in the fields of Cerignola.

Re: AP - first adventure in 'la marca del este'
« Reply #4 on: March 20, 2012, 01:33:30 PM »

I've been reading over the section of adventures.
I have Doubts With The 'Grim Portents', Which is this section?

Here are the steps that will follow the adventure?
fighting in the fields of Cerignola.

*

noofy

  • 777
Re: AP - first adventure in 'la marca del este'
« Reply #5 on: March 20, 2012, 09:33:20 PM »
Miguel,
Don's panic, you have a very good idea on what they are already!

The Grim Portents are your way to 'code' the plans and machinations of your Dangers. Often you do this as a GM move in response to PC inactivity or failure.

Quote
A Grim Portent can be a single interesting event or a chain of steps leading to a final Grim Portent. When you’re not sure what to do next—when the PCs have failed a roll with no immediate answers—push your Danger towards resolving a Grim Portent.

A Grim Portent with more than one step resolves step by step: cross of the first, then maybe later come back for the second. Each step is itself an even coming to pass, of course, but they all build together. A Grim Portent without steps just comes to pass, simple as that

Think of your Grim Portents like 'cards up your sleeve'. You've picked out these awful things that may happen based on the player's  actions. You can use them when the time is right.

I often write them as a list with a check box next to each move, leading up to the final 'Impending Doom'.
for example:
*Cartaramun forges alliance with goblins, promising them shelter
*Cartaramun takes the tower for himself
*Cartaramûn casts ritual to control the tower's undead
*An army of undead and goblins unites and lays waste to all around the tower
*Cartaramun invades of the small town of Villa Gris.
*Villa Gris becomes 'Goblin Town' and the All-powerful Wizard Cartaramun returns to rule from his tower and extend his reach into the wider world, guarded by his horde of undead.

See? Easy :)
Sounds like a great campaign front in the making!

Re: AP - first adventure in 'la marca del este'
« Reply #6 on: March 21, 2012, 05:58:18 AM »
mm ok.

Grim Portents:
* Cartaramûn get the power to control Magoon.
* An army of undead and goblins unites and Lays waste to all around the tower.
* Cartaramun invades the small town of Villa Grey.
* Villa Grey becomes the center of Cartaramûn's power, where launches raids on civilized lands nearby.
* An alliance of city-states are prepared to attack Cartaramun in his fortress at Villa Grey.


more dangers.

Danger: Cartaramûn .
Impulse: gain enough power to control Magoon.
Description: Male Human, priest of a dark and evil god.
Moves:
Order to the goblins.
cast spell to harm their enemies.
flee to fight another day.
cast a spell of healing in Sole.

Danger: Sole the Cartaramûn 's apprentice.
Impulse: gain enough power to eliminate Cartaramûn and become master.
Description: Male Human,.
Moves:
Order to the goblins.
cast spell to harm their enemies.
betray his master.
free the undead.
« Last Edit: March 21, 2012, 07:58:43 AM by elmitxel »
fighting in the fields of Cerignola.

*

noofy

  • 777
Re: AP - first adventure in 'la marca del este'
« Reply #7 on: March 21, 2012, 08:30:35 PM »
Exactly!
Just don't develop too much preparation. You have just enough. You want to 'leave blanks' for the players to explore.

Remember that these portents come to pass if the players are inactive or fail in their moves. You then can mark off a grim portent as come to pass and use its effects to narrate a move of your own.

To use a grim portent as reason for a GM move, you could show signs of impending doom related to the grim portent passing, such as when the players return to Villa Gris they can see the smoke on the horizon as the village burns...

or take away their resources due to a portent such as the Paladin's divine power is reduced due to Cataramun getting power and controlling the spirit of Magoon....

or reveal a wandering monster related to the portent, such as having a horde of skeletons, zombies or spirits attack the party while they are in the forest...

Conversely, if the players are travelling well and stopping the Grim Portents from coming to pass, you may just have to introduce other dangers to challenge them :)
Don't forget to sometimes
Quote
Ask questions and use the answers. You don't have to know everything. If you don't know, or you don't have an idea, just ask the players and use what they say.

Sounds like a great game! Oh, and make LOTS of maps :)