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<blockquote data-quote="Nephis" data-source="post: 9624161" data-attributes="member: 20459"><p>—</p><p></p><p><em>Twyll is too concerned with her companion’s capacity for following her graceful lead. So much so that she turns into a protruding petrified branch, jagged and sharp.</em></p><p><em></em></p><p><em>“Cythraul!” she curses under her breath.</em></p><p></p><p><strong>TWYLL</strong> takes r2 damage as the first consequence for the mixed Defy Danger roll.</p><p></p><p>- - -</p><p></p><p><em>The diabolist steps back and assesses the situation: the creaking floor boards, the crumbling mortar from the ceiling, the bodies half-buried in broken columns and petrified tree and various shards of structural components. “We need to retrieve and sanctify my ancestors’ bones and then bury them outdoors, under Selune’s protection,” <strong>PRITCHARD</strong> muses aloud.</em></p><p><em></em></p><p><em>Twyll looks at her companion’s ruined hands. Then considers her rucksack, empty of any useful digging tools. </em></p><p><em></em></p><p><em>“Let me see if I can find a spade or shovel amid their equipment.”</em></p><p><em></em></p><p><em>The drow re-enters the precarious structure and carefully makes her way towards the collection of useful items in the northwest corner.</em></p><p></p><p>Twyll defies the danger of collapse through grace and agility, with the goal of filling her rucksack with the items enumerated above (iconography, adventuring gear, bandages, bag of books).</p><p></p><p><strong>DEFY DANGER</strong></p><p></p><p>When <em><strong>danger looms, the stakes are high, and you do something chancy,</strong></em> check if another move applies. If not, roll...</p><p></p><p>... +STR to power through or test your might</p><p></p><p>... <strong>+DEX to employ speed, agility, or finesse</strong></p><p></p><p>... +CON to endure or hold steady</p><p></p><p>... +INT to apply expertise or enact a clever plan</p><p></p><p>... +WIS to exert willpower or rely on your senses</p><p></p><p>... +CHA to charm, bluff, impress, or fit in</p><p></p><p>On a 10+, you pull it off as well as one could hope; on a 7-9, you can do it, but the GM will present a lesser success, a cost, or a consequence (and maybe a choice between them, or a chance to back down).</p><p></p><p>r3,6 +2 DEX = 11. Success.</p><p></p><p><em>This extrication of his ancestors’ remains will take some care and time, it seems. And muscle. She may not be built like an ox, but <strong>TWYLL</strong> is tireless. And, according to Pritchard it seems, capable of taking direction. Between his “brains” and her labor, they should be up to the task. Not to mention the advantage of the shovel she found among the gear!</em></p><p></p><p>Pritchard assesses the structural integrity of the ruins and their subtle disturbance thereof to give Twyll guidance as she uses the newly acquired shovel to remove the remains from the rubble. As Twyll follows her companion’s direction, she realizes that this drudgery surely releases her from any debt she owes him.</p><p></p><p><strong>AID OR INTERFERE</strong></p><p></p><p>When you <em><strong>help or hinder someone,</strong></em> roll+bond with them. On a 10+, they take +1 or -2 to their roll, your choice; on a 7-9, they still get a modifier, but you also expose yourself to danger, retribution, or cost.</p><p></p><p>Pritchard r6,3 +1 bond = 10. Twyll takes +1 to ensuing roll.</p><p></p><p><strong>DEFY DANGER</strong></p><p></p><p>When <em><strong>danger looms, the stakes are high, and you do something chancy,</strong></em> check if another move applies. If not, roll...</p><p></p><p>... +STR to power through or test your might</p><p></p><p>... +DEX to employ speed, agility, or finesse</p><p></p><p>... <strong>+CON to endure or hold steady</strong></p><p></p><p>... +INT to apply expertise or enact a clever plan</p><p></p><p>... +WIS to exert willpower or rely on your senses</p><p></p><p>... +CHA to charm, bluff, impress, or fit in</p><p></p><p>On a 10+, you pull it off as well as one could hope; on a 7-9, you can do it, but the GM will present a lesser success, a cost, or a consequence (and maybe a choice between them, or a chance to back down).</p><p></p><p>Twyll r5,4 +0 CON +1 Aid +1 Adv Gear = 11. Success!</p><p></p><p></p><p></p><p>- - -</p><p></p><p><strong>END OF SESSION MOVE</strong></p><p></p><p>1) Did you resolve any bonds? If so, mark XP and update your bonds.</p><p></p><p>* Yes, Twyll has resolved “Blackmantle saved my life; that debt must be repaid as soon as possible.” New bond: “I have gone out of my way for Blackmantle: now he owes me!”</p><p></p><p>2) If you fulfilled your alignment at least once this session, mark XP.</p><p></p><p>* Pritchard Alignment (Neutral); to seek answers that maybe you oughtn’t. Yes. So many times! Let’s use the “whole well incident!” Or perhaps his interaction with the Deathborn Shambling Mound!</p><p></p><p>* Twyll Alignment (Neutral); to deceive, misdirect, outthink. Yes. Most recently by outthinking Valindra (again!) by re-engineering the wards in the ruined church to spy on her. Also, redirecting the attention of Deathborn Shambling Mound to the Uthgardt.</p><p></p><p></p><p>3) Then answer these three questions as a group:</p><p></p><p>3a) Did we learn something new and important about the world?</p><p></p><p>* Yes. Necromantic powers are defiling natural systems. There are ethical and moral varieties in different types of shapeshifters. Helm has some lingering presence in the world. Mordai Vell has corrupted Lord Neverember, who has ordered Captain Sabine to purge the Sons of Alogandar.</p><p></p><p>3b) Did we overcome a notable monster or enemy?</p><p></p><p>* Yes. The Deathborn Shambling Mound was killed. We forged an alliance with Hakon of the Uthgardt clan.</p><p></p><p>3c) Did we make notable progress toward or forestall a Grim Portent?</p><p></p><p>* No.</p><p></p><p>3d) Did we prevent an Impending Doom?</p><p></p><p>* No.</p><p></p><p>In addition, Nephis earned 4 XP via 6- rolls and darkbard earned 2 XP via 6- rolls. Thus, Twyll earns 8 XP (levels up to 3 and has 3 extra XP) and Pritchard earns 5 XP (L2 with 8 extra XP). Twyll raises her WIS from 16 to 17 and chooses as her Advanced Move</p><p></p><p><strong>PERCEPTIVE</strong></p><p></p><p>When you <strong><em>Discern Realities</em></strong>, you may ask 1 additional question. Even on a 6-, you can ask 1 question (though you might not like how you learn the answer).</p><p></p><p>- - -</p><p></p><p>We are heading directly back to Neverwinter to pursue our various goals there, beginning with meeting the Wraith.</p></blockquote><p></p>
[QUOTE="Nephis, post: 9624161, member: 20459"] — [I]Twyll is too concerned with her companion’s capacity for following her graceful lead. So much so that she turns into a protruding petrified branch, jagged and sharp. “Cythraul!” she curses under her breath.[/I] [B]TWYLL[/B] takes r2 damage as the first consequence for the mixed Defy Danger roll. - - - [I]The diabolist steps back and assesses the situation: the creaking floor boards, the crumbling mortar from the ceiling, the bodies half-buried in broken columns and petrified tree and various shards of structural components. “We need to retrieve and sanctify my ancestors’ bones and then bury them outdoors, under Selune’s protection,” [B]PRITCHARD[/B] muses aloud. Twyll looks at her companion’s ruined hands. Then considers her rucksack, empty of any useful digging tools. “Let me see if I can find a spade or shovel amid their equipment.” The drow re-enters the precarious structure and carefully makes her way towards the collection of useful items in the northwest corner.[/I] Twyll defies the danger of collapse through grace and agility, with the goal of filling her rucksack with the items enumerated above (iconography, adventuring gear, bandages, bag of books). [B]DEFY DANGER[/B] When [I][B]danger looms, the stakes are high, and you do something chancy,[/B][/I] check if another move applies. If not, roll... ... +STR to power through or test your might ... [B]+DEX to employ speed, agility, or finesse[/B] ... +CON to endure or hold steady ... +INT to apply expertise or enact a clever plan ... +WIS to exert willpower or rely on your senses ... +CHA to charm, bluff, impress, or fit in On a 10+, you pull it off as well as one could hope; on a 7-9, you can do it, but the GM will present a lesser success, a cost, or a consequence (and maybe a choice between them, or a chance to back down). r3,6 +2 DEX = 11. Success. [I]This extrication of his ancestors’ remains will take some care and time, it seems. And muscle. She may not be built like an ox, but [B]TWYLL[/B] is tireless. And, according to Pritchard it seems, capable of taking direction. Between his “brains” and her labor, they should be up to the task. Not to mention the advantage of the shovel she found among the gear![/I] Pritchard assesses the structural integrity of the ruins and their subtle disturbance thereof to give Twyll guidance as she uses the newly acquired shovel to remove the remains from the rubble. As Twyll follows her companion’s direction, she realizes that this drudgery surely releases her from any debt she owes him. [B]AID OR INTERFERE[/B] When you [I][B]help or hinder someone,[/B][/I] roll+bond with them. On a 10+, they take +1 or -2 to their roll, your choice; on a 7-9, they still get a modifier, but you also expose yourself to danger, retribution, or cost. Pritchard r6,3 +1 bond = 10. Twyll takes +1 to ensuing roll. [B]DEFY DANGER[/B] When [I][B]danger looms, the stakes are high, and you do something chancy,[/B][/I] check if another move applies. If not, roll... ... +STR to power through or test your might ... +DEX to employ speed, agility, or finesse ... [B]+CON to endure or hold steady[/B] ... +INT to apply expertise or enact a clever plan ... +WIS to exert willpower or rely on your senses ... +CHA to charm, bluff, impress, or fit in On a 10+, you pull it off as well as one could hope; on a 7-9, you can do it, but the GM will present a lesser success, a cost, or a consequence (and maybe a choice between them, or a chance to back down). Twyll r5,4 +0 CON +1 Aid +1 Adv Gear = 11. Success! - - - [B]END OF SESSION MOVE[/B] 1) Did you resolve any bonds? If so, mark XP and update your bonds. * Yes, Twyll has resolved “Blackmantle saved my life; that debt must be repaid as soon as possible.” New bond: “I have gone out of my way for Blackmantle: now he owes me!” 2) If you fulfilled your alignment at least once this session, mark XP. * Pritchard Alignment (Neutral); to seek answers that maybe you oughtn’t. Yes. So many times! Let’s use the “whole well incident!” Or perhaps his interaction with the Deathborn Shambling Mound! * Twyll Alignment (Neutral); to deceive, misdirect, outthink. Yes. Most recently by outthinking Valindra (again!) by re-engineering the wards in the ruined church to spy on her. Also, redirecting the attention of Deathborn Shambling Mound to the Uthgardt. 3) Then answer these three questions as a group: 3a) Did we learn something new and important about the world? * Yes. Necromantic powers are defiling natural systems. There are ethical and moral varieties in different types of shapeshifters. Helm has some lingering presence in the world. Mordai Vell has corrupted Lord Neverember, who has ordered Captain Sabine to purge the Sons of Alogandar. 3b) Did we overcome a notable monster or enemy? * Yes. The Deathborn Shambling Mound was killed. We forged an alliance with Hakon of the Uthgardt clan. 3c) Did we make notable progress toward or forestall a Grim Portent? * No. 3d) Did we prevent an Impending Doom? * No. In addition, Nephis earned 4 XP via 6- rolls and darkbard earned 2 XP via 6- rolls. Thus, Twyll earns 8 XP (levels up to 3 and has 3 extra XP) and Pritchard earns 5 XP (L2 with 8 extra XP). Twyll raises her WIS from 16 to 17 and chooses as her Advanced Move [B]PERCEPTIVE[/B] When you [B][I]Discern Realities[/I][/B], you may ask 1 additional question. Even on a 6-, you can ask 1 question (though you might not like how you learn the answer). - - - We are heading directly back to Neverwinter to pursue our various goals there, beginning with meeting the Wraith. [/QUOTE]
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