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Dungeon World Meets Blades in the Dark
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<blockquote data-quote="Manbearcat" data-source="post: 8277464" data-attributes="member: 6696971"><p>Alright, the excerpt. Now the initial Adventure is always going to be within the walls of the town or within earshot (no Journey) because the Company doesn't have the Coin to support a Journey. So that is (of course) what happened here. Its basically a session of Blades with beefier scoundrels and more magic.</p><p></p><p><strong>INFO GATHERING/FREE PLAY</strong></p><p></p><p>* Creed trains a lot of the underclass kids at his gym in the slums. A few have been coming in recently with terrifying, hushed tales of being forced out into the forest beyond the wall to hunt for rare mushrooms or plagued beasts > sack them > drop them off at the door of a scary house. Some kids also just stopped showing up abruptly with no word.</p><p></p><p>* The Wizard Consorts with the kids during a training session but gets only a 3 on the 2d6 so limited info. The kids that stopped showing up were sent into the forest. Not good enough to start an Adventure. </p><p></p><p>* They didn't want to score the kids with Command or magic (Beguile) and this is taking place in the shanty town so each of the Crew have a Downtime Activity they can spend for this Adventure:</p><p></p><p>- Wizard uses Contact Other Plane Ritual and the Arcane Duelist spends their DTA to help the Wizard with another Attune roll to tick the 4 tick clock to full. Its a Magnitude 1 Ritual so 1 Stress spent. 3 questions * 3 Fortune Rolls w/ Standard Info (4/5) as minimum result.</p><p></p><p>Where is the house? (4/5) Its a magical fallout shelter under a condemned property in the shantytown.</p><p></p><p>Who owns it? (4/5) A Human Necromancer named from The Horde. He does his experiments in secret here so his IP isn't stolen by his brothers/sisters.</p><p></p><p>Are there any alternative entrances? (6) Yes, there is a vent system and chimney for the toxic stuff. The chimney is hidden among the wreckage of the abandoned house.</p><p></p><p>- Knowing that the Adventure was going to feature a Necromancer, the Fighter decided to spend their Downtime Activity on Fortify - Spirit:</p><p></p><p><strong>Fortify</strong>: Whatever your discipline (whether its praying to your deity, attuning to the natural world, meditating through ritualized exercise, etc), bolster your mind, body, or spirit for the coming day. Make your Action Roll to gain 1 Special Armor (to resist a Complication your Action Roll is under).</p><p></p><p>6 = 1 box against any Complication, regardless of Position.</p><p>4-5 = 1 box against a Risky/Controlled Complication under your Action Roll.</p><p>1-3 = 1 box against a Controlled Complication under your Action Roll.</p><p></p><p>Command * 2 (basically self-talk + training; going through the mental imagery of the fight with the Necro and talking yourself into a position of belief). Got a 4 so 1 Special Armor Box against Risky/Controlled Complication vs Spirit.</p><p></p><p></p><p><strong>FORTUNE ROLL TO SEE IF WAI FEI (COHORT) IS AVAILABLE OR OUT ON A JOB (UNRELIABLE): </strong> 1-3 = on a job and unavailable. Will be available for next 2 Adventures.</p><p></p><p><strong>ADVENTURE - ASSAULT THE NECRO IN ITS LAIR. THE POINT OF ATTACK - THE CHIMNEY</strong></p><p><strong></strong></p><p><strong>ENGAGEMENT ROLL</strong>: 1d6 base + 1d6 (bold) + 1d6 (the detail exposes vulnerability) + 1d6 (contact helped with insight) - 1d6 (punching well above weight) = 3d6. </p><p></p><p>Got a 6. So <em>Controlled Position to start.</em></p><p></p><p>I'll detail the initial framing after the chimney/vent navigation and the gist of the Adventure later.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8277464, member: 6696971"] Alright, the excerpt. Now the initial Adventure is always going to be within the walls of the town or within earshot (no Journey) because the Company doesn't have the Coin to support a Journey. So that is (of course) what happened here. Its basically a session of Blades with beefier scoundrels and more magic. [B]INFO GATHERING/FREE PLAY[/B] * Creed trains a lot of the underclass kids at his gym in the slums. A few have been coming in recently with terrifying, hushed tales of being forced out into the forest beyond the wall to hunt for rare mushrooms or plagued beasts > sack them > drop them off at the door of a scary house. Some kids also just stopped showing up abruptly with no word. * The Wizard Consorts with the kids during a training session but gets only a 3 on the 2d6 so limited info. The kids that stopped showing up were sent into the forest. Not good enough to start an Adventure. * They didn't want to score the kids with Command or magic (Beguile) and this is taking place in the shanty town so each of the Crew have a Downtime Activity they can spend for this Adventure: - Wizard uses Contact Other Plane Ritual and the Arcane Duelist spends their DTA to help the Wizard with another Attune roll to tick the 4 tick clock to full. Its a Magnitude 1 Ritual so 1 Stress spent. 3 questions * 3 Fortune Rolls w/ Standard Info (4/5) as minimum result. Where is the house? (4/5) Its a magical fallout shelter under a condemned property in the shantytown. Who owns it? (4/5) A Human Necromancer named from The Horde. He does his experiments in secret here so his IP isn't stolen by his brothers/sisters. Are there any alternative entrances? (6) Yes, there is a vent system and chimney for the toxic stuff. The chimney is hidden among the wreckage of the abandoned house. - Knowing that the Adventure was going to feature a Necromancer, the Fighter decided to spend their Downtime Activity on Fortify - Spirit: [B]Fortify[/B]: Whatever your discipline (whether its praying to your deity, attuning to the natural world, meditating through ritualized exercise, etc), bolster your mind, body, or spirit for the coming day. Make your Action Roll to gain 1 Special Armor (to resist a Complication your Action Roll is under). 6 = 1 box against any Complication, regardless of Position. 4-5 = 1 box against a Risky/Controlled Complication under your Action Roll. 1-3 = 1 box against a Controlled Complication under your Action Roll. Command * 2 (basically self-talk + training; going through the mental imagery of the fight with the Necro and talking yourself into a position of belief). Got a 4 so 1 Special Armor Box against Risky/Controlled Complication vs Spirit. [B]FORTUNE ROLL TO SEE IF WAI FEI (COHORT) IS AVAILABLE OR OUT ON A JOB (UNRELIABLE): [/B] 1-3 = on a job and unavailable. Will be available for next 2 Adventures. [B]ADVENTURE - ASSAULT THE NECRO IN ITS LAIR. THE POINT OF ATTACK - THE CHIMNEY ENGAGEMENT ROLL[/B]: 1d6 base + 1d6 (bold) + 1d6 (the detail exposes vulnerability) + 1d6 (contact helped with insight) - 1d6 (punching well above weight) = 3d6. Got a 6. So [I]Controlled Position to start.[/I] I'll detail the initial framing after the chimney/vent navigation and the gist of the Adventure later. [/QUOTE]
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