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Neverwinter World; a Dungeon World Playset
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<blockquote data-quote="Manbearcat" data-source="post: 9607020" data-attributes="member: 6696971"><p><strong>PRITCHARD SPOUT LORE INTERESTING RESULT</strong></p><p></p><p></p><p></p><p><em>The treeline that is within the haunted copse has been slowly consumed over time by the undead deep within. Once upon a time, the river's breadth was considerably more vast than it is now. The gulley is only covered in very small part by the winding path of Neverwinter River's offshoot. Whether it is diminished rainfall, or snowpack melt diverting elsewhere, or...intentional...supernatural desecration of this river's flow (which would be demarcated by the telltale signs of ritual interference somewhere very nearby) and abundance is hard to figure in the moment. But to be sure, the horror within is as a seed, growing in density over time without being checked by the natural flow of the river's increased boundary. </em></p><p></p><p>[HR][/HR]</p><p></p><p><strong>PRITCHARD DEFY DANGER HARD CHOICE</strong></p><p></p><p><em>Using the frenzied melee as distraction, Pritchard retreats to the boundary of the haunted copse, just out of the Reach range of the undead shambler's awful tendrils. He weaves between the few unaffected living trees, giving himself some natural cover as he does. Nonetheless, one of those tendrils lashes out through the maze of trees and finds him obliquely. </em></p><p></p><p>Choose:</p><p></p><p>* Take 1d8 +1 but take +1 armor for the trees.</p><p></p><p>* It wraps around your backpack, tearing it from shoulders and spilling much of the contents. However, you lose your pack + 1 use of Rations + 1 use of Bag of Books as the beast withdraws the tentacle back into the contents of its undead mass. You'll have to slay the beast to get them back!</p><p></p><p>[HR][/HR]</p><p></p><p><strong>CLASH OF PACK vs DBSM</strong></p><p></p><p>To resolve this, I'll disclaim decision-making here. I've asked [USER=1282]@darkbard[/USER] to roll 1d6 for me, result spread as follows:</p><p></p><p><strong>1-3</strong> = DBSM gets the better of the exchange, absolutely routing the pack, slaying a few wolves and leaving all others (including the Werewolf) leaving the scene for the PCs to deal with the DBSM themselves. </p><p></p><p><strong>4-5 </strong>= a mixed result with the pack takes a few losses in wolves, slaying the DBSM, but immediately turning upon the PCs. They'll have to do work to de-escalate things from violence to parley (if that is the goal). </p><p></p><p><strong>6</strong> = the pack takes a few losses in wolves, slays the DBSM, and regards the PCs with ambivalence for a moment, giving them a brief opening to parley.</p><p></p><p><strong>Darkbard result = 1</strong>. <em>DBSM gets the better of the exchange, absolutely routing the pack, slaying a few wolves and leaving all others (including the Werewolf) leaving the scene for the PCs to deal with the DBSM themselves</em>. </p><p></p><p>[HR][/HR]</p><p></p><p>You have the briefest of openings to attempt to scramble out of this steep gulley before the DBSM chases you and assails you with vomitous acid or necrotic tendrils. Do you attempt to get out of the gulley and leave behind your gear ([USER=1282]@darkbard[/USER] ) and leave the small would-be-blossom to its oppressed fate deep within the bosom of the covetous undead shambling mound? Or do you confront the foul creature?</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9607020, member: 6696971"] [B]PRITCHARD SPOUT LORE INTERESTING RESULT[/B] [I]The treeline that is within the haunted copse has been slowly consumed over time by the undead deep within. Once upon a time, the river's breadth was considerably more vast than it is now. The gulley is only covered in very small part by the winding path of Neverwinter River's offshoot. Whether it is diminished rainfall, or snowpack melt diverting elsewhere, or...intentional...supernatural desecration of this river's flow (which would be demarcated by the telltale signs of ritual interference somewhere very nearby) and abundance is hard to figure in the moment. But to be sure, the horror within is as a seed, growing in density over time without being checked by the natural flow of the river's increased boundary. [/I] [HR][/HR] [B]PRITCHARD DEFY DANGER HARD CHOICE[/B] [I]Using the frenzied melee as distraction, Pritchard retreats to the boundary of the haunted copse, just out of the Reach range of the undead shambler's awful tendrils. He weaves between the few unaffected living trees, giving himself some natural cover as he does. Nonetheless, one of those tendrils lashes out through the maze of trees and finds him obliquely. [/I] Choose: * Take 1d8 +1 but take +1 armor for the trees. * It wraps around your backpack, tearing it from shoulders and spilling much of the contents. However, you lose your pack + 1 use of Rations + 1 use of Bag of Books as the beast withdraws the tentacle back into the contents of its undead mass. You'll have to slay the beast to get them back! [HR][/HR] [B]CLASH OF PACK vs DBSM[/B] To resolve this, I'll disclaim decision-making here. I've asked [USER=1282]@darkbard[/USER] to roll 1d6 for me, result spread as follows: [B]1-3[/B] = DBSM gets the better of the exchange, absolutely routing the pack, slaying a few wolves and leaving all others (including the Werewolf) leaving the scene for the PCs to deal with the DBSM themselves. [B]4-5 [/B]= a mixed result with the pack takes a few losses in wolves, slaying the DBSM, but immediately turning upon the PCs. They'll have to do work to de-escalate things from violence to parley (if that is the goal). [B]6[/B] = the pack takes a few losses in wolves, slays the DBSM, and regards the PCs with ambivalence for a moment, giving them a brief opening to parley. [B]Darkbard result = 1[/B]. [I]DBSM gets the better of the exchange, absolutely routing the pack, slaying a few wolves and leaving all others (including the Werewolf) leaving the scene for the PCs to deal with the DBSM themselves[/I]. [HR][/HR] You have the briefest of openings to attempt to scramble out of this steep gulley before the DBSM chases you and assails you with vomitous acid or necrotic tendrils. Do you attempt to get out of the gulley and leave behind your gear ([USER=1282]@darkbard[/USER] ) and leave the small would-be-blossom to its oppressed fate deep within the bosom of the covetous undead shambling mound? Or do you confront the foul creature? [/QUOTE]
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