Welcome to Coldkeep, a Dungeon World campaign that will test the mettle of four worthy souls.
I'm looking for stout-hearted adventurers who think they can brave the biting winds and ferocious beasts of the far north and discover the secret buried at the frozen heart of Coldkeep.
Guidelines and Restrictions
If you'd like to play go ahead and make a character - it'll only take you ten minutes or so. Just stop before filling out your bonds, we'll put that all to paper when we have our group. Be quick though, recruiting is only open for 24 hours from when this thread goes up! We're going to be shooting for a post a day minimum and I will be doing my best to make as many as I can.
For those who don't have the PDF purchased at drivethrurpg, the game can be found
here. A wonderful example of play (and inspiration) can be found in Glazius's
Die, Monster! Another piece of REALLY USEFUL READING can be found
HERE.
Please make all rolls on Orokos and post them under the campaign flag Coldkeep.
The characters will be beginning from the bottom at
First Level with
3d6 rerolling ones and twos for attributes. Please stick to the races and classes outlined in the book and keep in mind that this place is a frozen hell! Dress warm. Also, once a class is taken it's theirs. No duplicates!
Lastly,
When you finish your character, riddle me these:
* Everyone has a reason for doing what they do, so tell me yours: Why are you here in the frozen hell of the North?
* What's one rumor you've heard about Coldkeep and why does it interest you?
* Who is King Borr to you, anyway? (aside from being a dwarf)CAST
Strom Stoutarm, Paladin of Vaelon
Hote, Wizard in Exile
Grun Coldstone, Cleric of Sorrowforge
Vandral the Flashing Blade, Bard and Scoundrel
Posts
Dwarf Lawful Cleric
Stats
Domain: What Lies Beneath
Precept: Personal Victory
Divine Guidance
Turn Undead
Commune
Cast a Spell
Spells
Light, Sanctify, Guidance, Words of Unspeaking(Stone)
Cure Light Wounds, Speak With Dead
HP: 23
Armor: 1
Strength 11(+0)
Constitution 15(+1)
Dexterity 11(+0)
Intelligence 14(+1)
Wisdom 16(+2)
Charisma 12(+1)
Sad Eyes, Bald, Flowing Robes, Thin Body
Base Damage: 1d6
Load (21)
Chainmail (1 armor, 1 weight)
Warhammer (close, 1 weight)
Adventuring Gear (1 weight)
Dungeon Rations (5 uses, 1 weight)
Holy Symbol
Rolls
http://orokos.com/roll/87482
Questions
Everyone has a reason for doing what they do, so tell me yours: Why are you here in the frozen hell of the North?
Sorrowforge is as feared among the dwarves as he is respected, and those who serve him are not well liked by their kin. The North is a harsh place and many souls fall before the cold, or in battle with the beasts who live there and they are not so eager to be rid of anyone who can aid them.
What's one rumor you've heard about Coldkeep and why does it interest you?
The souls of many who have fallen in Coldkeep lay trapped forever frozen within its halls unable to stand before Sorrowforge and pass onto the afterlife. It is the duty of a cleric of the dwarven god of the dead to free as many of them as possible.
Who is King Borr to you, anyway? (aside from being a dwarf)
Borr is the distant kin of Grun.
Dresden Files RPG- Dumb Luck
Playing Phillip Hess in Motor City Blues
GM of Dresden Files Low Life
GM of Star Wars Sagas Into the Unknown
GM of Star Wars Sagas Lost Hope- Concluded
GM of Star Wars Sagas the Dark Times- Concluded.
GM of Star Wars Sagas Jabba's Palace- Concluded due to injury.
Bart Allen/ The Flash in M&M Metropolis- Concluded.
Koyi Disturbances in the Force- Concluded.
Jessup Owlbeard Forge of the Dawn Titan- Withdrawn due to injury.
Sal Mander In the Shadow of Zeus- Concluded.
Zevoto in Out in the Black- Withdrawn due to injury.
GM of Wyvern Watch
Berru Secune in Rise of the Jedi
The magi of the West are unlike the wandering sages and diabolists of other lands in many ways, chief among which are their intricate political dances. Treaties and alliances, backstabbing and scheming are all as common among the twelve towers as any noble house- though, as with all things of a magical bent, they involve rituals too complex and mysterious for lesser men. Every so often a young, ambitious wizard will make a gambit for real power over his peers.
Many succeed, but Hote does not number among them.
Look:
Stats:
Base damage- d4
Str- 10 (+0)
Con- 15 (+1)
Dex- 13 (+1)
Int- 16 (+2)
Wis- 11 (+0)
Cha- 15 (+1)
Spells:
Invisibility (1)
Cause Fear (1, cleric spell)
Gear:
Spellbook- more akin to a prayer wheel than a book (1w)
Dungeon rations (1w)
Leather armor (1 armor, 1w)
Dagger (hand, 1w)
1 Healing Potion (0w)
* Everyone has a reason for doing what they do, so tell me yours: Why are you here in the frozen hell of the North?
Due to a long and unfortunate series of poor decisions, misplaced trust and downright calamitous portents Hote has been exiled to the frozen North. Though the sentence is Eternal and Unyielding there are several obscure loopholes that he is pursuing.
* What's one rumor you've heard about Coldkeep and why does it interest you?
If secrets are the currency of wizards, then rumours are the pocket change. Politically bankrupt as he is, Hote is forced to scrounge after such obvious falsehoods as the legend of Aegugh- some forgotten dark god whose heart was supposedly frozen deep underground.
* Who is King Borr to you, anyway? (aside from being a dwarf)
From the tales among the towers, Borr was always at best an obstacle, at worst a sworn enemy to arcanists everywhere. Why he holds such a grudge isn't known, but the enemy of an enemy may serve as a powerful ally in Hote's bid to return from exile.
now that's a reference *raises mug*
Good Human Paladin
Look: Strom is a bulky man with the traditional bald shaven head of his order. The glowing eyes are new though. He carries the same travel-worn holy symbol that served his father and his father’s father.
Stats:
Str: 16 (+2)
Dex: 13 (+1)
Con: 15 (+1)
Int: 13 (+1)
Wis: 14 (+1)
Cha: 15 (+1)
Stats (str, dex, con, int, wis, cha): 6#3d6r2 13 14 15 16 13 15
HP: 25
Armor: 3
Starting Moves:
Pray for Guidance
Lay on Hands
Armored
I Am The Law
Quest: not set.
Gear (load 8/28):
Long Sword (close, +1 damage, 1 weight)
Sheild (+1 armor 2 weight)
Scale Armor (2 armor, 3 weight)
Adventuring Gear (1 weight)
Dungeon Rations (5 uses, 1 weight)
Mark of Faith (0 weight)
Questions:
* Everyone has a reason for doing what they do, so tell me yours: Why are you here in the frozen hell of the North?
It is tradition to dispatch any new Knight of Vaelon to wander the world and learn of it and live in it. Strom was sent to the far North, perhaps due to a streak of pride and arrogance in him or for other reasons. All Strom knows is the Grandmaster so decreed and he obeyed.
* What's one rumor you've heard about Coldkeep and why does it interest you?
Strom has heard tales of Gurin and Samsyn, both mighty Paladins of Vaelon. Legend has it that the two fell when delving into Coldkeep, their Vaelon-touched weapons and armor lost with them. Retrieving these artifacts of Vaelon would bring glory to Strom’s chapter of the Order.
* Who is King Borr to you, anyway? (aside from being a dwarf)
King Borr’s line was once a stalwart ally of the Order of Vaelon. Many years ago, the alliance was broken, though none living know the truth of it.
Do we have one more brave soul ready and willing to delve into the icy heart of Coldkeep?
Race : Elf
Look : Joyous Eyes, Stylish Cap, Traveling Clothes, Fit Body
Stats
Strength : 13 (+1)
Constitution : 13 (+1)
Dexterity : 15 (+1)
Intelligence : 14 (+1)
Wisdom : 14 (+1)
Charisma : 15 (+1)
HP : 19/19
Armor : 1
Damage : d6
Load : 4/22
Alignment : Neutral
Moves
Elf
Arcane Art
Bardic Lore : Grand Histories of the Known World
Charming and Open
A Port in the Storm
Gear
Dungeon rations (5 uses, 1 weight).
A fiddle, never before played (0 weight)
Leather armor (1 armor, 1 weight)
Dueling rapier (close, precise, 2 weight)
Halfling pipeleaf (0 weight)
3 coins
Bonds
Grun is often the butt of my jokes.
Hote trusted me with a secret.
Strom does not trust me, and for good reason.
* Everyone has a reason for doing what they do, so tell me yours: Why are you here in the frozen hell of the North?
Vandral is fleeing from pursuit by multiple different parties. Debt collectors, duelists, fathers, brothers and the agents of a certain noble. He might have worn out his welcome particularly thoroughly in that town. With his well-known affinity for fine living, this is hopefully the last place they'd look for him.
* What's one rumor you've heard about Coldkeep and why does it interest you?
The place is positively lousy with legends, from fallen heroes to hidden treasure. His personal favorite is probably the one about the everburning golden fire somewhere deep in the heart of the mountain. He's not sure which would interest the dwarves more, the gold or the fire, but he's certain either would be profitable. It's a good place to start, although with his luck it will just be a horrible dragon of some sort.
* Who is King Borr to you, anyway? (aside from being a dwarf)
A patron, hopefully. He'll have to make this one stick, he's starting to run out of candidates who don't already know better.
Tall, graceful and silver-tongued, Vandral tries his best to be everyone's friend. That's how he makes his living, after all. Some don't appreciate his sense of humor, while others don't apprecite how friendly he is with their daughters or sisters. Or wives. He's had to sell (or abandon) many of his posessions in preperation for this journey, although he made a point of saving his best cap. His prior instrument was broken over the head of a pursuer during his most recent mad dash to safety. His new fiddle is untested and secondhand, like most his current belongings. He sports a pencil thin mustache above a wide smile and sharp chin, hair dark and skin suprisingly a few shades tanner than pale.
Dresden Files RPG- Dumb Luck
Playing Phillip Hess in Motor City Blues
GM of Dresden Files Low Life
GM of Star Wars Sagas Into the Unknown
GM of Star Wars Sagas Lost Hope- Concluded
GM of Star Wars Sagas the Dark Times- Concluded.
GM of Star Wars Sagas Jabba's Palace- Concluded due to injury.
Bart Allen/ The Flash in M&M Metropolis- Concluded.
Koyi Disturbances in the Force- Concluded.
Jessup Owlbeard Forge of the Dawn Titan- Withdrawn due to injury.
Sal Mander In the Shadow of Zeus- Concluded.
Zevoto in Out in the Black- Withdrawn due to injury.
GM of Wyvern Watch
Berru Secune in Rise of the Jedi
You must pick your bonds. Leave them a little vague for now, maybe flesh them out just a tiny bit, but not too much. I'd like to see what gets put down evolved through play.
Hote has insulted my deity; I do not trust him.
Strom Stoutarm is a good and faithful person; I trust him implicitly.
Vandral is in constant danger, I will keep him safe.
Hopesfully those bonds are vague enough for a starting point.
Dresden Files RPG- Dumb Luck
Playing Phillip Hess in Motor City Blues
GM of Dresden Files Low Life
GM of Star Wars Sagas Into the Unknown
GM of Star Wars Sagas Lost Hope- Concluded
GM of Star Wars Sagas the Dark Times- Concluded.
GM of Star Wars Sagas Jabba's Palace- Concluded due to injury.
Bart Allen/ The Flash in M&M Metropolis- Concluded.
Koyi Disturbances in the Force- Concluded.
Jessup Owlbeard Forge of the Dawn Titan- Withdrawn due to injury.
Sal Mander In the Shadow of Zeus- Concluded.
Zevoto in Out in the Black- Withdrawn due to injury.
GM of Wyvern Watch
Berru Secune in Rise of the Jedi
The Great Barrier Mountains
Coldkeep rests deep within the Great Barrier Mountains, a vast range that stands between the rest of the continent and the World's End Sea. Long before recorded history Coldkeep was constructed by an advanced civilization whose motives remain unknown. Over time these people expanded it, digging deeper into the ice and further under the mountains.
Ages passed and the great empire that built Coldkeep collapsed and with the fall of the empire its purpose was forgotten. Since then many people have tried to dig into the ice and clear away what time has frozen over, to rediscover lost mysteries and treasures, but most of those souls have been swallowed by the keep. Every now and again a brave group of adventurers will emerge half-starved and bone weary with some ancient treasure clutched in their blackened fingers but it is a rare occurrence.
Agarand, Kingdom of the Dwarves
And so it stands with Agarand, seat of Borr Ruby-Eye, keeping watch over it. Because Coldkeep has many ways in and out, and sometimes things crawl out of the cracks...
Hote trusted me with a secret.
Strom does not trust me, and for good reason.
Vandral is keeping an important secret from me. (I like the idea of trusting him with a spell then forgetting it myself, as a failsafe or somesuch).
Strom is woefully misinformed about the world; I will teach them all that I can.
Hote has stood by me in battle and can be trusted completely.
I respect the beliefs of Grun but hope they will someday see the true way.
Dresden Files RPG- Dumb Luck
Playing Phillip Hess in Motor City Blues
GM of Dresden Files Low Life
GM of Star Wars Sagas Into the Unknown
GM of Star Wars Sagas Lost Hope- Concluded
GM of Star Wars Sagas the Dark Times- Concluded.
GM of Star Wars Sagas Jabba's Palace- Concluded due to injury.
Bart Allen/ The Flash in M&M Metropolis- Concluded.
Koyi Disturbances in the Force- Concluded.
Jessup Owlbeard Forge of the Dawn Titan- Withdrawn due to injury.
Sal Mander In the Shadow of Zeus- Concluded.
Zevoto in Out in the Black- Withdrawn due to injury.
GM of Wyvern Watch
Berru Secune in Rise of the Jedi
There are stairs carved into the ice alongside the bridge leading downward into inky blackness and a pathway leading around the side of the mountain face leftward from the main entrance.
As you stand and contemplate your method of entry you see southward over the trees a flock of ravens disturbed from their roost and fly about in a panic. What's been following you since you left the Dwarfking's halls, and more importantly,
What do you do?
Spout Lore: 2d6+2 10
Whatever's been chasing you, it's real close. You realize that it's maybe a handful of minutes before this thing (things?) is right on top of you.
What do you do?
Strom has sworn a Quest: Discovering the truth of the artifacts rumored to be lost within Coldkeep. Boons: Invulnerability to edged weapons and A freedom from hunger, thirst, and sleep.
Also wondering if switching up Strom's bonds could make for a more interesting story.
Specifically, Hote has stood by me in battle and can be trusted completely.
I respect the beliefs of Grun but hope they will someday see the true way.
What say you?
"All the same, it may be best to give them a little surprise." Hote says, clapping a hand on Strom's shoulder. When he releases it the paladin vanishes! "Just like Nule's Pass!" he beams at the empty space.
Sorry, didn't read that you were asking us what they were.
Cast Invisibility: 2d6+2 9 Eep! I'll choose to draw unwelcome attention/put myself in a spot.
Strom is invisible until he attacks.
(Prepared spells are Invisibility and Cause Fear).
I do like those bonds a bit better, we were leaning toward a divine/arcane division in the party which this blurs a little.
Strom: Your quest, would you say you are Discovering the truth of the artifacts rumored to be lost within Coldkeep? Also, tell me: what are Vaelon's daily rituals that must be observed in order to demonstrate your Piety?
And lastly, Hote: What's Nule's Pass, anyway?
Piety to Vaelon requires prayers at sunrise, sunset, and midday. The prayer must be spoken in the presence of a holy symbol of Vaelon.
Vandral, Grun, it doesn't take a genius to figure out that your wizard has these beastmen riled up. They'll be on top of Hote (and you) in a spare few seconds.
What do you do?
Defend Hote! 2d6+18. Grun will hold one in order to redirect an attack against Hote by the most formidable gnoll.
Apologies, I was at work and didn't realize the adventure had begun.
Dresden Files RPG- Dumb Luck
Playing Phillip Hess in Motor City Blues
GM of Dresden Files Low Life
GM of Star Wars Sagas Into the Unknown
GM of Star Wars Sagas Lost Hope- Concluded
GM of Star Wars Sagas the Dark Times- Concluded.
GM of Star Wars Sagas Jabba's Palace- Concluded due to injury.
Bart Allen/ The Flash in M&M Metropolis- Concluded.
Koyi Disturbances in the Force- Concluded.
Jessup Owlbeard Forge of the Dawn Titan- Withdrawn due to injury.
Sal Mander In the Shadow of Zeus- Concluded.
Zevoto in Out in the Black- Withdrawn due to injury.
GM of Wyvern Watch
Berru Secune in Rise of the Jedi
Straightening his cap and drawing his weapon, Vandral managed to casually relocate himself closer to the rear of the party, eyeing their possible avenues of escape. He'd been brushing up on the legends of Coldkeep while in Agarand, and now some of the tales were becoming less ephemeral as he compared them to reality. The Elf couldn't resist humming the first few notes of "Frozen in Death at Coldkeep Bridge" while he considered how much of a head start he might have on the gnolls if they were busy eating the rather meaty wizard.
Okay, if I'm doing this right...I should be able to ask for one fact about the bridge/entrance, and ask a question. Which will be, what is said to be the safest entrance (if there is any)?
The maw, the grin,
Teeth of ice
Try to go through its frozen lips
Pay the price
The path, the road
Slick and narrow
Take this way
Evil feasts on your marrow
The stair, the black
Treacherous and unknown
Move slowly
You might perhaps make it home.
Grun, you position yourself just in time against the crashing onslaught of the pack. One tackles you to the ground and begins trying to tear at your juicy throat. The good news is you've bought just a little more time. The bad news is this gnoll is probably going to mangle you.
Hote, you stagger backwards away from the gnolls as the little dwarf-snack traffic jam gives you a few more precious seconds.
Strom, you watch all of this happen in a blink of an eye, and if the gnolls know you're there they sure don't give any indicator. You could take advantage of your opportunity and crack some skulls right here and now - the gnoll that's brought Grun to the ground would be a great first target for a sword to the heart. Then again, the other five gnolls still seem to have their minds made up on devouring the wizard.
What do you do?
Hack and Slash the Gnoll2d69.Damage1d62
Dresden Files RPG- Dumb Luck
Playing Phillip Hess in Motor City Blues
GM of Dresden Files Low Life
GM of Star Wars Sagas Into the Unknown
GM of Star Wars Sagas Lost Hope- Concluded
GM of Star Wars Sagas the Dark Times- Concluded.
GM of Star Wars Sagas Jabba's Palace- Concluded due to injury.
Bart Allen/ The Flash in M&M Metropolis- Concluded.
Koyi Disturbances in the Force- Concluded.
Jessup Owlbeard Forge of the Dawn Titan- Withdrawn due to injury.
Sal Mander In the Shadow of Zeus- Concluded.
Zevoto in Out in the Black- Withdrawn due to injury.
GM of Wyvern Watch
Berru Secune in Rise of the Jedi
As Hote's invisibility spell fades from him, Strom removes his sword from the stricken gnoll and swings it once, scattering blood over the snow.
"If it's the wizard you want, you have me to deal with as well." He slams his sword against his shield, daring the rest to try him.
Since none of the gnolls were aware of Strom's presence, is an outright execution appropriate here? Strom would go for the killing blow.
Strom's concealing illusion fades as the unfortunate shlub in the back gets disemboweled from behind, leaving Grun to deal with his singular problem and Vandral and Hote to deal with the remaining four. What do you guys do, o bard and wizard?
Hack & Slash: 2d6+1 7
Damage: 1d6 2
With a swift gesture (and a crackle of static on his fingers) he points to the bard's blade. It flashes a soft red and one of the particularly big gnolls suddenly seems extremely concerned with it.
--
Nule's pass is the famous third invasion of the Western Wilds, in which the invading army was surrounded and butchered by a band of mercenaries who were half their number. As the saying goes 'A sword unseen is worth tenfold in gold'.
Cast Cause Fear: 2d6+2 9 I'll take -1 ongoing to spellcasting.
One of the gnolls is terrified of Vandral's sword- he must flee, fight, beg or panic.
* You slip and fall
* You slip and drop something important
* You're okay but unfortunately you just knocked Hote over.
On a 6-, well... don't roll a 6-.
Grun, this guy on top of you doesn't appear to be having any of your shit. He demonstrates his irritation with your weapon by chewing on your hand, forcing you to drop it (and he gets to taste your lifeblood, bonus!). If you wanna pick it up you're gonna need to push this guy off of you with some danger defying to the tune of +str.
Strom, you finish your deft swordwork and see your companions, they aren't doing so hot. The dwarf is on the ground getting nibbled on and minstrel and magician are caught between a rock and a gnoll place. You can help Grun or Vandral and Hote, but not both.
What do you do?
Hack and Slash the Gnoll 2d6 6
Grun doesn't need his weapon to face this foe. In the eyes of Sorrowforge fighting with your bare hands is a sign of faith.
Dresden Files RPG- Dumb Luck
Playing Phillip Hess in Motor City Blues
GM of Dresden Files Low Life
GM of Star Wars Sagas Into the Unknown
GM of Star Wars Sagas Lost Hope- Concluded
GM of Star Wars Sagas the Dark Times- Concluded.
GM of Star Wars Sagas Jabba's Palace- Concluded due to injury.
Bart Allen/ The Flash in M&M Metropolis- Concluded.
Koyi Disturbances in the Force- Concluded.
Jessup Owlbeard Forge of the Dawn Titan- Withdrawn due to injury.
Sal Mander In the Shadow of Zeus- Concluded.
Zevoto in Out in the Black- Withdrawn due to injury.
GM of Wyvern Watch
Berru Secune in Rise of the Jedi
Vandral placed a hand on Hote to steady himself after his attack. However, he still wasn't steady enough. Stumbling, the glowing rapier fell onto the icy bridge, skidding slightly toward the terrified gnoll. It was now doing an even better job of keeping him at bay, but doing an even worse job of keeping any of the other gnolls at bay.