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Die, monster! You don't belong in this [Dungeon World]! [IC/OOC PbP]
Posts
Quarol, you can see why. At the bottom, tucked under an overhang, is a thick, iron-bound wood door, easily eight feet tall. It isn't locked, but doesn't open, either. The stone has weathered enough for you to see through the jamb and make out what looks like a bar on the other side. Well, you've gotten to the other side of more imposing doors in the past, haven't you?
...actually, have you?
Is there an example of play I could read to get a feeling for the pattern of the pacing?
Example of play's in something linked to the first post.
...trouble is, it's the example of LIVE play. DW's turn-taking system is very much freeform and perhaps ill-suited to forum play.
I suppose the nearest thing I can offer is, if your character is coordinating with another character, tag 'em explicitly.
For example, I'm still waiting on @Egos to give me his first action.
It was not pretty.
Time to get to think.
...I'm going to need Severik here, aren't I?
Basically, act when you feel you should, but because since the game is intended for more of an in-person conversational back-and-forth mode of play, try not to accidentally hog the spotlight.
As for Egos or anyone else who can't think of anything to do, perhaps throw a soft move their way way?
Lojainne, Severik's bought you a clear line to the pass but gotten penned in himself. What are you doing?
Quarol, the door isn't so thick that you couldn't reach through to the other side with something narrow enough. If things get tight enough that Severik can't get up here with time to spare, you might be able to do something yourself.
It sounds like most are in the pass. But I see mention of stairs and such.
The hidden stair
- Quarol and Blennid -
The pass, choked with fallen rocks and gravel
- Astrafel -
The entrance to the pass
- Severik (menaced by wolf), Lojainne, and Vladire -
- half a dozen wolves -
The pine forest
- more wolves -
Tools of the trade!: 2d6+2 6
marking XP and probably losing the sword.
"Where IS everybody?!?"
Called Shot: 6 failed
if I did it wrong
Called Shot: 8 (or 10 if dex counts)
but I chose the first method if that was an option so yeep
edit : also may change dog name
Quarol, you jam your sword into the empty space and try to use it as leverage on the door. You get it wedged in pretty well, but it's slow going. Then a bit of gravel bumps you on the cheek, and you look up to see another load of rocks and gravel coming down at you. If you keep going you can get the bar off the door, but you'll definitely take a few lumps, but if you get out of there your sword's probably going to be buried. What are you doing?
(also, Severik, you've got a wolf in your way, Lojainne, you've got a clear shot to the pass if you want it, Astrafel, you're seeing your buddies get hemmed in by wolves, Blennid, there's a shower of rocks coming down on Quarol. What are all of you doing?)
--
I will hack and slash with my dueling rapier: roll+Dex: 2d6+1 6
Astrafel, there's still some loose gravel as you race down the pass toward Severik. Your strike is off-balance, and the wolf threatening Severik grabs you and flings you to the ground... or at least that's the idea. It does mostly superficial damage (Wolf bite: 1d6 = 1) and tears off some ostentatious bit you were particularly proud of.
Severik, you've got a clear shot at the pass now if you want to bolt.
--
Defend: 2d6+1 = 9
I think "halve the attack's effect or damage" is probably the best option here.
Quarol, you've levered the bar off the door. It opens into... darkness. Ambient light from the pass reveals some stairs heading down, but no clue where they end or how far they go. Got a light?
"That was closer than I'd like... quickly, we need to get back for the others before it closes off!"
__
Stab the evil beast!: 2d6+2 7
Damage: 1d10+1 6
Questions: @Glazius, when I take damage, I subtract my armor from the number you give me, right?
Also, Blennid can understand animal speech easily, but can he produce it? Could he call out something that the wolves would understand? Would he need to shapeshift first?
You and Quarol can stay uphill from the worst of the rockfall and have a clear shot, or head downhill and help more directly, but you'd have to negotiate the rubble coming back up.
Lojainne, you stab at the wolf as it leaps at you, snarling furiously. You're bowled over in the ensuing melee, and while you manage to open some lethal wounds you are still on the ground with a dead wolf on top of you.
And that seems to trip something - the entire pack howls and comes at you, Severik, Astrafel, and Vladire in a rush, a dozen more wolves coming out of the woods, and who knows how many more in the distance. What are you doing?
"Woe to those in service of evil, for my Lord is Justice, whose command is law."
- - -
Defend the pass: 2d6+1 11
3 Hold, which I'll use to redirect attacks to myself or deal damage to the attacker, as applicable.
you can choose to deal your damage or name your target and roll+DEX.
what would "deal your dmg" be vs the other?
Also, Lojainne, let me drop some context on you. Defy Danger to get into proper position, unburdened by the dead wolf.
On a 10+, you made it, no problem.
On a 7-9, you can't quite get into position; pick someone not in the pass (Severik, Vladire, Astrafel) you will be unable to spend hold to help.
On a 6-, as 7-9 but you can't spend hold on yourself either.
Severik, Vladire, Astrafel, Lojainne's secured you an escape route. No telling how long it'll last. What are you doing?
--
I don't know if I need to Defy Danger to make it to the stair, but: roll+Dex: 2d6+1 9
--
I'll drop something from my adventuring gear (I assume that means I mark off one use).
You're up at the top of the slope, then, Astrafel, and you can see the stair descending into the unknown darkness.
Vladire, Severik, what are you doing?
Blennid, Quarol, it occurs to you that an escape down this dark tunnel wouldn't be very effective if you couldn't bar the door somehow.
It also occurs to you that you can't see where the bar fell to. Or, in fact, much of anything down the tunnel. What are you doing?
Can I use that to help Vladire, if he needs it?
Lojainne, you have held the pass with honor, but the wolves are swarming towards you. Perhaps the better part of valor is required here. What are you doing?
--
I can't see much that Blennid can apply here, in terms of moves, though he could turn into a bear and hold the door closed a bit while everyone's inside...
I'm confused on how to count Bond, in case Quarol needs Aid. If he has a Bond with me, and I have a Bond with him, is that +1 or +2?
"Get ready to close this door fast, we don't want anything following us through. I think I can stake this thing shut."
Quarol, you've got at least enough torches for a few hours in the dark. (Let's say half a dozen torches, for 6 hours underground, is 1 use of gear. You can expend another to have more.) As the light reaches into the the cave, you see that the stairs spiral down into darkness -- it looks like someone carved them into the wall of an existing cave. Looks like the bar to the door came to rest about one turn down the stair - and it's still intact. Sturdy wood. But yeah, you've got door spikes.
__
Defy Danger: 2d6+2 7
I guess I lose my hold from Defend? Oh well...