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Neverwinter World; a Dungeon World Playset
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<blockquote data-quote="Manbearcat" data-source="post: 9593140" data-attributes="member: 6696971"><p><strong>Metacommentary x 2</strong> first:</p><p></p><p><strong>1) Regarding the offscreen soft move just recently made above.</strong></p><p></p><p></p><p></p><p><strong>2) Concretizing the thematic premise and resolution necessaries) of the immediately following conflict.</strong></p><p></p><p></p><p></p><p>[HR][/HR]</p><p></p><p>Before we leave Ruined Thundertree's Common House and "fast travel" (we've just successfully dealt with the dangers of this route...we are calling it "safe travel without significant change in circumstance" for resolution purposes now so we aren't going to employ the UaPJ move again):</p><p></p><p>* <strong><em>Twyll finds a small, papyrus rubbing backed by reinforcing leatherwork on the desk (1 weight)</em></strong><em>. The language and iconography will require discerning, but the subtle scent coming off of this is "as-death;" <strong>Valindra Shadowmantle held this</strong></em>. A <strong><em>Clue</em></strong> for your <em><strong>Locate Valindra Shadowmantle</strong></em> move [USER=20459]@Nephis[/USER] .</p><p></p><p><strong>On to Ruined Thundertree. Concretizing the resolution necessaries of the immediately following conflict:</strong></p><p></p><p>1) Find the long-forgotten ossuary that nature has since claimed.</p><p></p><p>2) Unearth the mass grave.</p><p></p><p>3) Consecrate these bodies under the light of the moon (Selune...most of the folks, or all of them, would have worshipped the moon goddess, at least in part). For Pritchard, branded by profane Asmodeus, that divine radiance will absolutely cause him suffering.</p><p></p><p>4) Bury them rightly. The "coffinmaker" dictate is metaphorical here. Each body deserves individual care, grave, and liturgy. You don't literally need "a coffin" or "coffinmaker."</p><p></p><p>---------------------</p><p></p><p><em>The trek back to Neverwinter was warmed by the river's heat and the large moon in the sky made for relatively easy travel despite how brisk the ridgeline trek was. Here we are...the sparse woodlands north of Neverwinter...slope falling away from us at a gentle grade. </em></p><p><em></em></p><p><em>Similar conditions to what those who perished here those years ago would have faced when they made camp for the night and the pyroclasm claimed their lives.</em></p><p><em></em></p><p><em>Surely the group expeditioning desperately northward would have bedded down near water; to wet their own throats, to make stew, to water the few horses they escaped with. A small, well-known tributary runs northward off of Neverwinter River to a drainage basin in the flatlands below. Its narrow, snaking path juts this way and that in a gulley which is steep-sided (perhaps 65 degrees) and some 7-8 meters tall on the eastern side where you arrive. The opposite, western gulley wall is barely a third as steep and only a few meters tall. Over there, the ample, verdant space is a gentle escarpment featuring a dense copse of trees before it converges into a small beach next to the riverbed. A carcass of an animal, nearly fully eaten signifies that this place is a watering hole and an ambush location for the area's predators. You can see that most of the trees were debarked from the pyroclasm and its winds. Some of them survived and regrew, but many died there and lie upward and in place, bereft of foliage, like an eerie time capsule and woodland grave. As moonlight pours over them, from this vantage Twyll's eyes can make out a trio of felled, softwood conifer trees near the shoreline, the technology of sharp axe strokes revealing themselves as the cause rather than nature's fury.</em></p><p><em></em></p><p><em>This area is a good three hours north of Neverwinter's gate.</em></p><p><em></em></p><p><em>Baying is heard from a distance. Multiple howls answers the call of the first, closer still. Then a third, singular answer of much higher fullness, much higher magnitude crosses your ears...closer still.</em></p><p><em></em></p><p><em>The partial medley of nature's throbbing nature, insects and birds, suddenly cut off. Only the wind on the pine needles and the flies buzzing the corpse can now be heard. </em></p><p><em></em></p><p><em>What do you do?</em></p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9593140, member: 6696971"] [B]Metacommentary x 2[/B] first: [B]1) Regarding the offscreen soft move just recently made above.[/B] [B]2) Concretizing the thematic premise and resolution necessaries) of the immediately following conflict.[/B] [HR][/HR] Before we leave Ruined Thundertree's Common House and "fast travel" (we've just successfully dealt with the dangers of this route...we are calling it "safe travel without significant change in circumstance" for resolution purposes now so we aren't going to employ the UaPJ move again): * [B][I]Twyll finds a small, papyrus rubbing backed by reinforcing leatherwork on the desk (1 weight)[/I][/B][I]. The language and iconography will require discerning, but the subtle scent coming off of this is "as-death;" [B]Valindra Shadowmantle held this[/B][/I]. A [B][I]Clue[/I][/B] for your [I][B]Locate Valindra Shadowmantle[/B][/I] move [USER=20459]@Nephis[/USER] . [B]On to Ruined Thundertree. Concretizing the resolution necessaries of the immediately following conflict:[/B] 1) Find the long-forgotten ossuary that nature has since claimed. 2) Unearth the mass grave. 3) Consecrate these bodies under the light of the moon (Selune...most of the folks, or all of them, would have worshipped the moon goddess, at least in part). For Pritchard, branded by profane Asmodeus, that divine radiance will absolutely cause him suffering. 4) Bury them rightly. The "coffinmaker" dictate is metaphorical here. Each body deserves individual care, grave, and liturgy. You don't literally need "a coffin" or "coffinmaker." --------------------- [I]The trek back to Neverwinter was warmed by the river's heat and the large moon in the sky made for relatively easy travel despite how brisk the ridgeline trek was. Here we are...the sparse woodlands north of Neverwinter...slope falling away from us at a gentle grade. Similar conditions to what those who perished here those years ago would have faced when they made camp for the night and the pyroclasm claimed their lives. Surely the group expeditioning desperately northward would have bedded down near water; to wet their own throats, to make stew, to water the few horses they escaped with. A small, well-known tributary runs northward off of Neverwinter River to a drainage basin in the flatlands below. Its narrow, snaking path juts this way and that in a gulley which is steep-sided (perhaps 65 degrees) and some 7-8 meters tall on the eastern side where you arrive. The opposite, western gulley wall is barely a third as steep and only a few meters tall. Over there, the ample, verdant space is a gentle escarpment featuring a dense copse of trees before it converges into a small beach next to the riverbed. A carcass of an animal, nearly fully eaten signifies that this place is a watering hole and an ambush location for the area's predators. You can see that most of the trees were debarked from the pyroclasm and its winds. Some of them survived and regrew, but many died there and lie upward and in place, bereft of foliage, like an eerie time capsule and woodland grave. As moonlight pours over them, from this vantage Twyll's eyes can make out a trio of felled, softwood conifer trees near the shoreline, the technology of sharp axe strokes revealing themselves as the cause rather than nature's fury. This area is a good three hours north of Neverwinter's gate. Baying is heard from a distance. Multiple howls answers the call of the first, closer still. Then a third, singular answer of much higher fullness, much higher magnitude crosses your ears...closer still. The partial medley of nature's throbbing nature, insects and birds, suddenly cut off. Only the wind on the pine needles and the flies buzzing the corpse can now be heard. What do you do?[/I] [/QUOTE]
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