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Stonetop RPG - Session post-mortems
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<blockquote data-quote="Manbearcat" data-source="post: 8578435" data-attributes="member: 6696971"><p>Alright, pulling out a few of these to start</p><p></p><p></p><p></p><p>Ask Questions and Use the Answers: I asked the player <em>when your father's temper gets the best of him, where does he 'walk it off'?</em></p><p></p><p>Her answer was <em>he heads out the north gate and sits at the precipice of the cliffs, overlooking The Great Wood (and The Golden Tree - the tallest tree in the wood...perhaps not of this world - I added).</em></p><p></p><p>This would be a Seek Insight move but not for the player (who would roll +Wis). Because its for Grunhilda, we're rolling +Def (for Stonetop) which is 0. Result is a 7-9. The player asks a question, gets a true answer, and gets to act upon it with advantage.</p><p></p><p><em>Grunhilda saw him head out of the north gate in the middle of the storm. The odd thing was he had a walking stick (he typically doesn't) and a heavy sack thrown over her shoulder. She didn't ask him about it because of his disposition and status in Stonetop.</em></p><p></p><p>Trys chides Grunhilda for her reading distraction and goes to consult her companions on the matter.</p><p></p><p></p><p></p><p>Again, Seek Insight, but the player is rolling +Wis. He's got one of his 3 wolves with him (the others are herding the goats as is their responsibility). The creature has Keen Senses as a tag, so he can smell blood et al; advantage on the move. Gets a 10 so 3 questions and Advantage when acting upon an answer. He only asks 2. What he finds:</p><p></p><p><em>A trail of blood at he north gate leads both into The Great Wood and into Stonetop, terminating in front of the house of Eli and his brother Aedelfred (the bellows-pump who was the primary cause for the huge fight between Sigurd and Trys). There, Gavin finds a heavier pool of blood and some spatter.</em></p><p></p><p></p><p></p><p>The players have a Journey before them. They<strong> Chart a Course</strong> and, as of now, all legs of it are via road; Titan Bones is 2 days from Stonetop via road. That means we don’t need to whip out the actual Perilous Journey conflict mechanics with Roles and related decision-points (because it’s via road and not with a destination in the wilderness). Like Blades in the Dark, the loadout system is Light, Normal, and Heavy. You get boxes for gear/equipment/supplies et al. Obviously, the heavier the load, the more you get. However, with a Heavy load, you're going to suffer disadvantage on trekking when you're having to double-time it in your hoofing because its time-sensitive and any speed-based moves will be at disadvantage. Because of this (this is very time-sensitive...the Garret family from Marshedge is 2 days late and time - in this case Doom Ticks on the Threat - are ticking), they decide to go Normal Load<strong>. </strong> If they have to continue into the wilderness or further up the road, they'll figure out their supplies then (they have to consume 1 Provision each day, of which they can sub Supplies for that (small items, like Supplies, = 4 + Stonetop Prosperity, which is 1, for each box ticked).</p><p></p><p>They decide not to make a Requisition move for the 2 Horses + Cart (the combination of which would alleviate the Supplies pressure point for the Journey...except taking it out of Stonetop would mean (a) you're endangering these 2 precious assets, (b) you can't really take them into the wilds of The Flats which is basically like Utah badlands with buttes and canyons et al, and (c) a 7-9 on the move would require convincing and on a 6- they can still take the asset but Stonetop reduces Fortune by 1.</p><p></p><p>So they each <strong>Loadout Normal, mark boxes for the gear they know they're going to use (like armor and weapons, and warm clothes/bedrooll, and save some boxes to mark Supplies for provisioning and for ad hoc-ing in mundane items of use in that they would need in a pinch (like you do in Blades in the Dark).</strong></p><p></p><p>B<em>ecause they have to double-time it, its a Struggle As One (group move) Defy Danger Con. One of them gets a 10+ (which would be able to get the other out of a pinch if they got a 6-...which they wouldn't be able to mark xp on if that is how it worked out) and the other got a 7-9 (which means you're able to take care of yourself in the effort). So they're good to go</em>. They arrive in Titan Bones in 2 days to the familiar site of pilgrims/tourists (from Marshedge and surrounding) and various peddlers selling relevant site wares and fortune tellers/soothsayers and tour guides.</p><p></p><p></p><p></p><p>This scene features the following sequence:</p><p></p><p><em><strong>Defy Danger Cha</strong> to consort with the pilgrims, ingratiating themselves so that they might follow up with finding out what this group of travelers may know of the Garret family (result 6 so hard move and mark xp). </em></p><p><em></em></p><p><em>I escalate the situation with them noting Cullen's books and scrivener's kit. We've already established that the people of Marshedge are prone to believe in foul sorcery and witchcraft at the drop of a hat. Literate folks/reading/writing and the related implements are obviously a sign of it. They pull out vials and threaten to "let fly" onto Cullen, the contents of which are caustic to vial sorcerers like him. He must leave this entire site immediately and camp in the wilderness (which comes with increased danger and requires a Make Camp move).</em></p><p><em></em></p><p><em>Cullen's player deploys his <strong>Well Read</strong> move (name the source in which you read about the matter at hand - he names the book and sub +Wis for +Int on a Know Things move) to make a <strong>Know Things</strong> move. The result is 10+. So both Interesting and Useful information.</em></p><p><em></em></p><p><em>The vials bear the clear brand of a Marshedge Apothecary who is an absolute charlatan (but well-connected so rarely is held liable for his snakeoil salesman-itude). These vials of anti-sorcery contents are absolute nonsense. He has nothing to fear. </em></p><p><em></em></p><p><em>He puts this to good use in a <strong>Parley move which he has advantage</strong>. He stands firm, tells them he has nothing to fear as they've been had by a known charlatan. He then firmly asks them about the Garret family. He gets a <strong>7-9 result so they're going to need something from him in the exchange.</strong></em></p><p><em><strong></strong></em></p><p><em><strong>They want a Writ of Liability against the Marshedge Apothecary to take it before their local magistrate. Cullen will have to spend 1 Supply in order to meet this demand. He agrees to do so in exchange for what they know about the Garret family (see above).</strong></em></p><p></p><p>They have their information + down 1 Supply + they'll get a message to Stonetop (these pilgrims are traveling there to resupply) + they aren't driven from Titan Bones to have to Make Camp in the wild.</p><p></p><p>Related, they've made some possible friends in Marshedge (the pilgrims) and a likely complication (the well-connected apothecary as charlatan) when they invariably travel to Marshedge.</p><p></p><p>[HR][/HR]</p><p></p><p>Alright, enough for tonight.</p><p></p><p>Thanks again [USER=6785785]@hawkeyefan[/USER] !</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8578435, member: 6696971"] Alright, pulling out a few of these to start Ask Questions and Use the Answers: I asked the player [I]when your father's temper gets the best of him, where does he 'walk it off'?[/I] Her answer was [I]he heads out the north gate and sits at the precipice of the cliffs, overlooking The Great Wood (and The Golden Tree - the tallest tree in the wood...perhaps not of this world - I added).[/I] This would be a Seek Insight move but not for the player (who would roll +Wis). Because its for Grunhilda, we're rolling +Def (for Stonetop) which is 0. Result is a 7-9. The player asks a question, gets a true answer, and gets to act upon it with advantage. [I]Grunhilda saw him head out of the north gate in the middle of the storm. The odd thing was he had a walking stick (he typically doesn't) and a heavy sack thrown over her shoulder. She didn't ask him about it because of his disposition and status in Stonetop.[/I] Trys chides Grunhilda for her reading distraction and goes to consult her companions on the matter. Again, Seek Insight, but the player is rolling +Wis. He's got one of his 3 wolves with him (the others are herding the goats as is their responsibility). The creature has Keen Senses as a tag, so he can smell blood et al; advantage on the move. Gets a 10 so 3 questions and Advantage when acting upon an answer. He only asks 2. What he finds: [I]A trail of blood at he north gate leads both into The Great Wood and into Stonetop, terminating in front of the house of Eli and his brother Aedelfred (the bellows-pump who was the primary cause for the huge fight between Sigurd and Trys). There, Gavin finds a heavier pool of blood and some spatter.[/I] The players have a Journey before them. They[B] Chart a Course[/B] and, as of now, all legs of it are via road; Titan Bones is 2 days from Stonetop via road. That means we don’t need to whip out the actual Perilous Journey conflict mechanics with Roles and related decision-points (because it’s via road and not with a destination in the wilderness). Like Blades in the Dark, the loadout system is Light, Normal, and Heavy. You get boxes for gear/equipment/supplies et al. Obviously, the heavier the load, the more you get. However, with a Heavy load, you're going to suffer disadvantage on trekking when you're having to double-time it in your hoofing because its time-sensitive and any speed-based moves will be at disadvantage. Because of this (this is very time-sensitive...the Garret family from Marshedge is 2 days late and time - in this case Doom Ticks on the Threat - are ticking), they decide to go Normal Load[B]. [/B] If they have to continue into the wilderness or further up the road, they'll figure out their supplies then (they have to consume 1 Provision each day, of which they can sub Supplies for that (small items, like Supplies, = 4 + Stonetop Prosperity, which is 1, for each box ticked). They decide not to make a Requisition move for the 2 Horses + Cart (the combination of which would alleviate the Supplies pressure point for the Journey...except taking it out of Stonetop would mean (a) you're endangering these 2 precious assets, (b) you can't really take them into the wilds of The Flats which is basically like Utah badlands with buttes and canyons et al, and (c) a 7-9 on the move would require convincing and on a 6- they can still take the asset but Stonetop reduces Fortune by 1. So they each [B]Loadout Normal, mark boxes for the gear they know they're going to use (like armor and weapons, and warm clothes/bedrooll, and save some boxes to mark Supplies for provisioning and for ad hoc-ing in mundane items of use in that they would need in a pinch (like you do in Blades in the Dark).[/B] B[I]ecause they have to double-time it, its a Struggle As One (group move) Defy Danger Con. One of them gets a 10+ (which would be able to get the other out of a pinch if they got a 6-...which they wouldn't be able to mark xp on if that is how it worked out) and the other got a 7-9 (which means you're able to take care of yourself in the effort). So they're good to go[/I]. They arrive in Titan Bones in 2 days to the familiar site of pilgrims/tourists (from Marshedge and surrounding) and various peddlers selling relevant site wares and fortune tellers/soothsayers and tour guides. This scene features the following sequence: [I][B]Defy Danger Cha[/B] to consort with the pilgrims, ingratiating themselves so that they might follow up with finding out what this group of travelers may know of the Garret family (result 6 so hard move and mark xp). I escalate the situation with them noting Cullen's books and scrivener's kit. We've already established that the people of Marshedge are prone to believe in foul sorcery and witchcraft at the drop of a hat. Literate folks/reading/writing and the related implements are obviously a sign of it. They pull out vials and threaten to "let fly" onto Cullen, the contents of which are caustic to vial sorcerers like him. He must leave this entire site immediately and camp in the wilderness (which comes with increased danger and requires a Make Camp move). Cullen's player deploys his [B]Well Read[/B] move (name the source in which you read about the matter at hand - he names the book and sub +Wis for +Int on a Know Things move) to make a [B]Know Things[/B] move. The result is 10+. So both Interesting and Useful information. The vials bear the clear brand of a Marshedge Apothecary who is an absolute charlatan (but well-connected so rarely is held liable for his snakeoil salesman-itude). These vials of anti-sorcery contents are absolute nonsense. He has nothing to fear. He puts this to good use in a [B]Parley move which he has advantage[/B]. He stands firm, tells them he has nothing to fear as they've been had by a known charlatan. He then firmly asks them about the Garret family. He gets a [B]7-9 result so they're going to need something from him in the exchange. They want a Writ of Liability against the Marshedge Apothecary to take it before their local magistrate. Cullen will have to spend 1 Supply in order to meet this demand. He agrees to do so in exchange for what they know about the Garret family (see above).[/B][/I] They have their information + down 1 Supply + they'll get a message to Stonetop (these pilgrims are traveling there to resupply) + they aren't driven from Titan Bones to have to Make Camp in the wild. Related, they've made some possible friends in Marshedge (the pilgrims) and a likely complication (the well-connected apothecary as charlatan) when they invariably travel to Marshedge. [HR][/HR] Alright, enough for tonight. Thanks again [USER=6785785]@hawkeyefan[/USER] ! [/QUOTE]
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