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Eric Lochstampfor

Custom Moves  - 
When you navigate the sewers... to move about the city undetected, Roll +INT. On a 10+ you arrive where you intend to and don't get filth all over yourself. On a 7-9 pick one or the other.
Eric Lochstampfor's profile photo
Actually, as I recall, it was made to avoid this move specifically:
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Michael D

Discussion  - 
When two moves could be one

+Dennis Appell raised the question of handling when a character does two things in one action.
"e.g.  Character is tied to a wooden chair with his arms strapped to the chair armrests. He breaks the arm off and smashes it into the face of the gloating antagonist hovering over him."

In this case I'd go with a single Hack & Slash move because both actions use +STR and the Hack & Slash results can easily cover teh full spectrum of the action (e.g. 10+ = clear success; 7-9 = break the chair but the attack has a problem; 6- = fail to break the chair + opponent's response).

But what if they're slipping their chains (Defy Danger with +DEX) and using them for their attack (Hack & Slash = +STR):
- Does this become two separate moves/rolls?
- Or do you handle it as one move? If so, which one?
Justin Munyer (Shanseala)'s profile photoCooper Walden's profile photo
+Dirk Detweiler Leichty said it best I think. The Fighter specifically has a move that deals with this and I like the idea of showing the limitations of the other classes when it comes to brawn (a thief could get out with his class moves as well).

For other classes I would probable require a series of defy dangers in order to free oneself. 
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Melissa Fisher

Hangouts Games  - 
Am having lots of fun playing my Spider class. Finally got a good chance to try it out too.

Video to hangout here:
Melissa Fisher's profile photo
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David Paul

Discussion  - 
Hey Gang,

Some thoughts and questions regarding blending systems. In this case, DW and D&D 5e.

A while back I asked if there would be a similar way to get roll mechanics of D&D 5e to mimic the success/partial success/failure of DW. There were some good suggestions there, such as just rolling two d20. As it turns out, 5e has an official variant (that I missed on first read through), that has a partial success  on a roll missed by 1 or 2 points. Thanks for all that input, btw. Still useful.

Secondly, I'm curious if anyone else is also experimenting with blending DW with other systems, particularly 5e. I actually like both systems quite a bit, but sometimes I like to mix and match where I can. Assuming the example above works out pretty well, I was wondering what your thoughts would be on completely removing initiative from 5e. That's one of the great things I love about DW, as it really reinforces what the whole system is about. I'm not even sure removing initiative from 5e would be feasible, simply because each system handles combat so differently. Thoughts?

I know I could just use one system exclusively, and might end up doing that in the end. These are just some thought exercise's and 'talking out loud'. Thanks a bunch!

(might post this over on the 5e G+ as well)
Russell Borogove's profile photoStephen Hassard's profile photo
+Russell Borogove - Thanks for the recommendation I'll have to check it out. Sounds like just what I was looking for.
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Nathaniel Garth

Discussion  - 
My group just started playing this great game, but we have a problem and are looking for the answer to a question. On page 131 of the Dungeon World it states this about animal companion:

Choose a base:
Ferocity +2, Cunning +1, 1 Armor, Instinct +1
Ferocity +2, Cunning +2, 0 Armor, Instinct +1
Ferocity +1, Cunning +2, 1 Armor, Instinct +1
Ferocity +3, Cunning +1, 1 Armor, Instinct +2
Choose as many strengths as its ferocity:
Fast, burly, huge, calm, adaptable, quick reflexes, tireless, camouflage, ferocious, intimidating, keen senses, stealthy
Your animal companion is trained to fight humanoids. Choose as many additional trainings as its cunning:
Hunt, search, scout, guard, fight monsters, perform, labor, travel
Choose as many weaknesses as its instinct:
Flighty, savage, slow, broken, frightening, forgetful, stubborn, lame.

Can someone tell me where the definition of the various strengths, trainings, and weaknesses can be found.
Nathaniel Garth's profile photoChris “HyveMynd” Stone-Bush's profile photo
A lot of stuff in DW works in a similar way; it's really just shorthand notes to remind players how to narrate things.
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Jeremy Nilson

Actual Play  - 
I can't find this particular "rule" but I feel like I read about it at one point if someone can refresh my memory. Is there gameplay mechanic where players accrue some time of points that they spend later when they make really good rolls?
Peter J's profile photoNoah Ledbetter's profile photo
This sounds like Bolster to me:
When you spend your leisure time in study, meditation, or hard practice, you gain preparation. If you prepare for a week or two, 1 preparation. If you prepare for a month or longer, 3 preparation. When your preparation pays off spend 1 preparation for +1 to any roll. You can only spend one preparation per roll.
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Roberto Darko

Discussion  - 
I have a doubt about the Cleric: does Cleric's rotes require "Cast a Spell" to be casted or he/she can use them whenever he/she want freely?
Bob Bersch's profile photoDiego Minuti's profile photo
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Hello! :D I'm new to DW and not english speaking, so don't be mad pls. I'm GMing and I made my first campaign fron, and I want to know what do you think about it. 
The game is taking place in small country surrounded by mountains, and players are heading to the capital city to their sanctuary, because there is paladin and priest with the same religon, I made out a front called 
Gor'hal's awekening
1st danger is it's cult which is trying to take over control capital city to be ready for when Gor'hal comes on earth. 
doom is tyranny and grim portents are:
-sending bandits to attack tracks and villages to make king sent soldiers out of cities.
-recruit own micro-army
-bribe capital city watch, maybe even use magic on them to make them obedient to cult's will
-assasination of king
-coup d'état

second danger is Gor'hal himself who's gonna descend on earth to kill his opponents etc
grim portents are:
-climat changes what shows god's intervention into the world
-choosing the vessel for Gor'hal to descend
-making potential vessels meet and fight - choosing the winner
- god's spirit descends on this human beeing take control over his cult and make an apocalypse

What do you think? Is it good enough/bad/does it need some changes? I'll be glad for everything. :)
Przemek Bryl's profile photoNathan Roberts's profile photo
I'd make it personal. Portents strike harder when they are connected to the players.
*The bandits attack one of the PC's home village
*The micro army recruits gullible clerics (friends of the priest) to their cause and so they try and convince the PC to do the same.
*The PC's favourite tavern in swamped with culties, trying to bribe the city watch while they drink.

That sort of thing.
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Jeremy Strandberg

Magic Items  - 

The Shield of the Wisent Witch was inspired by +Hans Messersmith's request and some of the great ideas the tavernites had for him.

The Codex is a #Stonetop -style spellbook. It'll be one of the possible starting items for the Seeker, particularly for the Patriot background. The Patriot Seeker is a local of the town who has sensed the growing dangers in the world and sought out power from dangerous sources in order to protect their home.  I'm not sure that the Patriot's possible artifacts will all be this dark. But definitely sinister.
Jeremy Strandberg's profile photoPeter J's profile photoJoseph Fitts's profile photoEld Nathr's profile photo
Peter J
Hey, if I light a fire in someone's imagination, I'll consider my work done.

Runemaster’s Tools

A bag made of wolfskin containing a stone hammer, chisel, and a small obsidian knife. The handles of the tools are made of intricately carved wolf bone. When used to make runes upon stone or wood, they leave behind faint glowing marks for a few moments, suggesting their magical power.

When you set out to carve runes of power into an object, tell the GM what effect you want to accomplish; the GM will tell you in exchange how long it will take and what special reagents you will need to complete the runes, if any. When you pay these prices and begin carving, roll+INT. *On a 10+, choose two. *On a 7-9, choose one. 
- The effect is permanent.
- The effect does not have a weird limitation.
- The effect has no unknown side effects.
*On a 6-, the runes you have carved are cursed. The GM will let you know the nature of the curse, but only after it is too late.

When you carve an menhir with elaborate runes that tell the life story of a fallen comrade and place it above their grave, mark a box. 
[ ] [ ] [ ]

When you mark the last box, you have learned how to use the tools to craft a set of personal runes. You can use Runecaster. (see reverse)

You have used the tools to craft your own set of runes for divination. When you cast your runes to divine the future, name a person and roll+INT. *On a 10+, the GM will tell you two things from the list below. *On a 7-9, only one. *On a 6-, the GM will tell you one anyway, but also something else that is not true. Which one is which you will have to figure out for yourself.
- A future event that will threaten the subject.
- How the subject can achieve what they desire most.
- Someone who is plotting against the subject.
- Where the subject is needed right now.

Additionally, when you carve runes of power, on a 12+ you get all three choices.

When a prophecy you have made comes true, mark a consequence.

[ ] You can now carve runes of power into other people (ouch!). When you do so, your subject rolls+CON. *On a 10+, choose one. *On a 7-9, choose two. *On a 6-, all three.
- They must erase a Bond they have and write a new one with you.
- The pain and scarring makes them mark a debility of their choice.
- Your work is sloppy, take -1 to your carving roll.
[ ] When you Discern Realities, on a hit the GM will always tell you what is about to happen for free.
[ ] The air around you is always noticeably colder than normal.
[ ] Your next divination will also foretell a catastrophe, no matter the subject.
[ ] You begin hearing wolf-howls at night, and you can’t shake the suspicion that something is hunting you…
[ ] You begin having prophetic dreams of grim portents to come… and they seldom end happily.
   [ ] You have foreseen your own death in your dreams. Try to evade it if you want, it’s going to happen one day.
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Sage LaTorra

Miscellaneous Resources  - 
Nate Marcel is raising funds for Dungeon World GM's Table Screen/ art print on Kickstarter! GM's Table Screen /art print based off of and extending the Dungeon World Book Cover into a panorama. Full Color 9" x 24"
Bill Hamilton's profile photoTorben B.'s profile photoMichael Harrel's profile photoAaron Sturgill's profile photo
+Sage LaTorra Then I'm in.  Thanks
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About this community

The place for talking about Dungeon World.

Harrison s

Discussion  - 
DISCLAIMER: This is unrelated to dungeon world specifically. It is super long, and about rpgs in general.

I just wrote out my 'house rules for all rpgs' this is important because I play a lot of roleplaying online and I've played with  power-gamers, manipulators, a brony, a drunk lady, as well as some really solid players as well. However, this is something I want out of the way right away.

I'm not sure if I'm missing anything or how relevant all of this is, but I'm gonna throw this long thing here in the hopes someone reads it through and gives me their opinion on it. Thanks.

1. I want everyone to be comfortable. Including myself.
a. I run a pg to pg-13 table.  This may not suit your tastes, but it’s not going to become any more adult. I prefer to keep promiscuousness and sexual themes out of my games, but I do describe some gore and intense violence.  That being said, I would like to implement the ‘x’ card. If at any time the mention of anything makes you uncomfortable, either say ‘x card’ or touch it in the middle of the table. We don’t ask you why it makes you uncomfortable, we just edit it out of the game. There is a huge document here:( about it if you have any more questions. It’s as much for me as it is for you.
2. We are here to have fun and to collaboratively make a world of fantasy and wonderment. We play to find out what happens.  We all decide on a setting, and we stick to it. If we want space knights of the round saucer, sure, but that means we’re playing a very different game from traditional D&D. If we’re playing traditional D&D, no space aliens. 
a. Inappropriate Reasons to Play:
i. To beat Jimmy. (one-up-man-ship is never fun. Friendly competition can be.)
ii. To build the most powerful hero ever.
iii. To amass fortunes or level the fastest.
iv. For the lolz. Funny moments happen, but doing things ‘just cuz’ is unacceptable. If you’re bored go play a video game and leave this to us.
Note: as long as the story comes first, you can still prioritize some of these things. It’s when they are your singular goal to the exclusion of all else is when we have an issue.
3. Rule Zero.  Kind of.
a. What I say goes. Up to a point. I will try to explain why I think that way, and what I’m going for and why I might rule differently than what the rules allow or what you want to do. I like to explain my thought process as I think tabletop role-playing is collaborative and fun, however I may not do it immediately. We can discuss the game cordially after we finish this encounter even if you think I ruined your favorite rpg. 
b. ‘The unwritten rule of tabletop Role Playing Games: 
The Game/Dungeon Master has the right to veto anything any player says, he has the right to change any rule or make up his own, he need not explain why he chooses to do these things.’ 
4. Begin and end with the Fiction. Don’t tell me. ‘I make an attack roll’. Tell me, ‘I attempt to slip between the ogres legs and slash at his kneecaps as I go by.’ Then I will tell you what to do mechanically.
a. Stolen Straight from Dungeon World: ‘Everything you and the players do comes from and leads to fictional events. When the players make a move, they take a fictional action to trigger it, apply the rules, and get a fictional effect. When you make a move it always comes from the fiction.’ Or in other words: the system is here to help us to make a story.
b. Or in other words, straight from the FATE system, the metallic rules:
The Golden Rule: Decide what you want to do, then consult the rules to help you do it.
The Silver Rule: Never let the rules get in the way of what makes narrative sense.
The Bronze Rule: You can treat everything like a character. 
5. The Rule of Cool…up to a point.
a. The Narrative comes first.(I sound like a broken record)  Every scene does not contain CGI explosions and epic matrix moments. Heart-wrenching death scenes are also a powerful part of role-playing as well.  When it comes to combat, the rule cool almost always applies. As long as it makes sense, I don’t like to say no to players. However, just because dragon-riding pigmen with tattoos are cool, that does not mean they should burst in when you are professing your love to the princess. This person talks about the limits of the rule of cool, and I agree with a good amount of what they’re saying.
6. Final thought: I Challenge My players, but I’m really their Fan
a. I think dangerous, I make things challenging, and there’s a chance you might die. However, it’s all an attempt to make you shine as characters, as players, and as people. I’m not here to one-up or crush your characters, but I don’t want this to be a cakewalk. It’s boring if you just hack and slash an entire dungeon without going below half health. If your PC dies I will try my best to make it awesome and having a lasting effect on the game world.  One of my players characters is enshrined for all time after turning to glassy diamond on a hilltop. Now let’s go have some fun! 
Dirk Detweiler Leichty's profile photoHarrison s's profile photo
So. Unsurprisingly, it seems like the most controversial clause is the 'rule zero' rule. What do you think I should change, what do you think I should change about the document? Also, the reason why I more easily say the 'rule zero' is because on roll20, if they don't want to play by the game-creator's rules, they just don't apply for the game. 
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Jim Jones

Base Classes  - 
I'm still reading through #DungeonWorld as I get time here and there over lunch and in the evenings. I like to read a little and then think about it a lot. As I don't get to play #RPGs very often at all, this is my primary mode of experiencing them at the moment. Which is fine.

Anyway, I was reading the Cleric class today at lunch a decided that the next time I get to play in a Dungeon World game, I am going to play a Cleric that insists on carrying spoiled rations and uses the Sanctify rote spell as an outward manifestation that his deity's drive to save and make holy the corrupted.

There is so much fun role playing keys inside the Cleric spell list. It's been fun just to think about what one could do with each of them.
Ray Otus's profile photoJim Jones's profile photo
+Ray Otus Thanks. I appreciate that. I'll probably read it through once more after this initial "read and think through." I am looking forward to playing or running a game in the future though. Lots of ideas are swirling in my head and that's always fun.
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Attila Puskas

Discussion  - 
 Hey folks! I think i might need a clarification i can't find anything about and it seems to be something that i will find in my soon to come game a lot. Goldenroot Poison.
 I have done some oneshots with my druid player (as i see him as the most difficult guy to deal with in my games to see what he's got in store for me kinda) and he likes to use that poison a lot it seems. I threw a troll at him and he tried to scratch it as a tiger, but before he turned, he dipped his hands in that thing so when he transformed he'd have that poison on his claws (i am not certain if that would be allowed, but i went with it anyway) so it took a few rounds for it to take effect, but than it was an ally of the cat.
 Not gona lie, i didn't want to allow it to happen, but he did put himself in danger to scratch it and he took damage for it. So my question is..firstly, how many uses would a vial of the poison have and secondly, but most importantly.. what kind of creatures could this poison effect? Anything that can be damaged? Cause than, even if a kraken is thrown at  them or an apocalypse dragon and they manage to damage it, than they'd have one of those as an ally? It seems to me that would be too much.
 Sooo i do need your wisdom to help me here. I don't quite know what to do here!
Nikitas Thlimmenos's profile photoAttila Puskas's profile photo
Yes, i will surely apply that rule now. It did seem too hurtful for the game if all you needed to do was scratch someone, maybe even gona say that when he transforms he becomes another entity so dipping his finger into that so when he transforms won't go over.
Told him you'd need to poison the creature, its food or drink to have it happen or generally have a non-violent way of applying the goldenroot poison.
 Also the fact that they have to have the creatures best interest in mind, so if it's one with the purpose to rule and/or to destroy, they'd need to act accordingly and destroy with the creature. It won't change its logic and alignment cause of a poison. 
 Thanks guys, this is helping a lot! Maybe it's just cause i'm new to this, but it was becoming a big headache.
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Matt Horam

Custom Moves  - 
One of my wizard players informed me that the fungal blooms which process waste in the sewers are a sentient telepathic network spanning the city. Here's my first pass at a custom move in case he wants to talk to them. The unwelcome truth he may discover is that they are mobile and some of them have an aggressive disease...


When you open your mind to the fungal sprawl, roll+INT.

*On a 10+, the closest bloom considers you an ally, granting you either an audience or protection, your choice.

*On a 7-9, the same offer, but its brethren are not so sure. They are on their way to inspect you personally.

*On a 6, this bloom mistrusts you and immediately summons nearby help to restrain you, or worse. You are deemed unworthy of their secrets.
Andrew Fish's profile photoMatt Horam's profile photo
I enjoy a mix of GM-facing and player-facing moves, but these are all good points.
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Norbert G. Matausch (Analogkonsole)

Miscellaneous Resources  - 
Pink Mohawk
(a SR 1/2 hack based on World of Dungeons)

Just finished the page design. I tried to stay close to the SR 1e rulesbook.
Norbert G. Matausch (Analogkonsole)'s profile photoTony Ferron's profile photoDaniel Campos's profile photo
I like it a lot. Clean and crisp.
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Oney Clavijo

Base Classes  - 
Hi everyone! I have a question about GMing for you. This is the case: A party composed of some core classes and a dragon player character are underground dungeon crawling and reach the Giant Assasine Vine chamber. The vine attack and the dragon uses dragon breath on the giant plant. The narrator (me) rules that the fire sticks and burns the vine filling the whole Dungeon in heavy choking smoke. The characters escaped the fire running unprepared into a number of nasty pitfalls and traps. The characters were jammed for hours because of the fire consequences and blamed on the dragon player for starting it. Question: was my move too hard?
My friend "H" who's is a game master of Dragon Age thinks I should have just let the fire damage the monster and that running all the fire consequences ruins the fun for the dragon and for the players and makes the dragon looks useless and unfunny to play. 
Tim Franzke's profile photoJustus Goldstein-Shirley's profile photo
Yeah, your player explicitly chose to experience reprisals and cause collateral damage--the smoke fulfills that quite nicely.
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Joseph Lopez

Discussion  - 
Out of Control Damage and Mutation Move

In the campaign I'm currently running, I have a couple of conundrums that I need some ideas for. The first is this: one of my players recently made a new character with Class Warfare, and his damage is just too damn high (d10 + 2d4) and only going up. While I like the excitement his big numbers bring, I need some way to temper the carnage, because he just tears through everything like tissue paper. I usually like having powerful heroes, because it means I can use powerful monsters, but I can't make then powerful enough to deal with his damage without making them too strong for the rest of the party to handle. Any fictional or mechanical solutions would be appreciated, and for those who care his Class Wafare build Is Warrior with Slayer, Blade Dancer, and Wraithlander.

In addition to butchering monsters, the new character has kind of made the Fighter feel left out. Luckily, however, he recently drank from a pool of mutation - causing goop at the end of the last session, and I left him unconcious while I decided what to do about him. Currently, I have thought of this move to give him , somewhat based off of Shapechanger, and would appreciate feedback :
When you control the rapidly changing cells inside you and use them to grow a useful adaptation (wings, claws, night vision, etc.) roll +CON.
- On a 10+, hold 3
-on a 7-9, hold 2, but the adaptation is slow to grow, doesn't last long, or causes unseen complications.
-On a miss, hold 1 anyway, but the mutation doesn't go quite as planned...
Spend hold to use your adaptation. After spending all of your hold, the adaptation is re-absorbed into your body.
Harrison s's profile photo
Additionally, I wouldn't allow anything with that most likely. Or, you can go my horde route, or have them fighting dragons and fiends and crazy stuff. 
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Andy Standfield

Custom Moves  - 
Next Saturday, I'm running a one-on-one game for my daughter. This will be her first time playing any RPG, and we are both stoked.

She wants to play what is basically a Dragonborn fighter. When I asked her what his racial special abilities are, she said that he can breathe fire and had wings and can fly.

The flight, I'll just straight up allow. No custom moves or anything. But the fire breath, I think, should be something special.

What do you folks think of this?

When you try to harm an opponent by breathing fire, roll +DEX. On a 10+, deal 1d6 damage. On a 7-9, deal 1d4 damage and take a complication.

I think it might be cool if with a roll of 12+ the damage is ongoing. But I'm not sure how to work that.

Since this is just a one-on-one game, I'm not too worried about balance, but I also don't want for her to just go around setting everything ablaze. Do you think the 9- option will be a good deterent (I imagine things like setting other things and people on fire, accidentally setting a resource on fire, and other GM moves unrelated to the fire), or should I somehow limit how often she can breathe fire?
james day's profile photoTony Ferron's profile photo
Without other players there doesn't need to be balance, or classes come to think of it! Just keep to the 10+ awesome, 7-9 complication, 6- bad times rule and just roll with it!

When you fly, roll with DEX.

When you breathe fire, roll with CON.

When you shatter with tooth and claw, roll with STR.

When you use dragon magic to...
...sense treasure understood by lesser beings
...reveal magic or the hidden
...control an element
Roll with CHA/WIS/INT.

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Eric Lochstampfor

Magic Items  - 
Ring of Bloody Futures

When the Ring of Bloody Futures is worn and turned one full rotation around the finger, the character takes 1d4 damage from the small blades in it. If the ring is then put on a flat surface and spun like a top, the center of the ring will show a vision of the next time violence will be visited upon the character.

Yes I know it's not Monday.
Eric Lochstampfor's profile photoAndy Standfield's profile photo
Love it. I think if I were to use it, I'd give the blood donor +1 hold that could only be spent when and if the vision comes true.
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Harrison s

Actual Play  - 
I'm in an amazing forum-based rolepaly that I'm loving. This is how my character used down-time before the seige. Should be great! :D

OR: it's the third post down in this link.

Scarecrow 3/8 load 11/18 hp 
lv.1, 6/8 exp
Str: 9(0)
Dex: 16(+2)
Con:12(0) Sick (-1)
Int: 15 (+1)
Cha: 13(+1)

I followed this group of ragtag adventurers fairly easily. Even among the elves, I received word. And rumors tend to spread truth, and lies, quicker than anything else. My time as a streetlord in the southern metropolis of Seadell(C-dull) has made my adept at spinning half-truths into rumors. (added to the map. More details can be found there) I just had to follow the whispering townfolk. 

Additionally, a woodsman owed me a favor and helped me track them to the elves. 

From there, I was captured by a scouting party, but was able to convince the leader of the elves (as I did the rest of the party) that I am a bumbling fool. However, I was able to offer them 'goods' for trade from the city of Seadell upon my return, and whether I plan to follow up on that promise, it helped speed my travel.

I myself had heard of this group opposing the Empire's control. I care little about Gods, and believed in none of them until today, however hopefully I can profit from this situation. 

I briefly talked with each of the members of this group of ragtag adventures, and tried to scope them out. They responded differently to charm, to stupidity, to grim seriousness, and to anger and at this point they most likely think I am addled. Just the way I like it. I prefer to be underestimated by my opponents if it ever comes to that.
They are more than they appear, and their true power, even if they don't know it, is in swaying the minds of the people. I can use that.  :twisted: 

We spoke of their situation. (I would love it if all of you players wrote down what you told me as we spoke. I will write down what I spoke to you about, and roll my 'con-artist' move to see if you are a potential victim for my schemes).

1. Haw. I treat you with respect and ask you reverently and solemnly about the Old Gods. You seem like a man I can't afford to cross just yet. But, maybe I'll get something from you yet...

The questions you must answer are:
*How could I engage you in conversation?
*What are your current intentions?
*What do you value?
(check out the con artist move on my character sheet if you're confused)

2. I treat the strange tattooed barbarian in the way he expects me too. I play the fool, and look closely to see if he will let down his guard.


You must answer:
*What do you value?

3. Talia, gauntlet-wielding warrior of Aramoor, is more than a match in a fight. However, my wit may surpass hers...


You must also answer the question:
*What are your current intentions?

4. Elric the Ranger is someone I can't quite get a finger on... I will treat him with anger to see how he reacts. I will also try to find out all I can about him.


Okay, I guess I don't find much about him and something goes terribly wrong.


Also, Elric get's VERY suspicious when I start snooping around and I think I may not be the only one who is angry in this situation.

5. Glim is a very perceptive fellow. I met him as I walked through, and was one of the minstrels who saw me barter my way through the elven realm. He is not convinced by my acting, and I respect him: he himself knows the power of the spoken( or sung) word can have. I treat him as a friend, and try to improve my relations with him through wit and charm. I not only attempt to scope him out as a possible mark, but I attempt my own performance at the small glade he frequents in the forest, and bring with me gifts of fine ale and halfling pipeleaf, purchased with a few coins I pinched from the loot as it was divied up. Coin seems to come and go for me as quickly as I aquire it, so I make sure that Glim and his friends are well set up with ale, pipeleaf, and music.


If I have the money, I will add a carouse roll. Whatever money I receive will go straight to this. I'm a blow it all kinda guy, and I want to make my friend Glim very comfortable. 
[roll=Scarecrow Gets this party Started?]
Scarecrow rolls: 2d6+1
[2d6:6 + 3] + 1 => 10

Notes: Corouse
Roll ID: 55e0d0779ba08

I'm a big spender: so whatever money I get will go straight towards this carouse roll.

As I do all this, I look Glim up and down and try to figure out if he will ever be a good mark for me in the future. 


*How much are you worth?
*What do you value?
*What are your current intentions?

Finally, I try to befriend this strange elf. He could be an important ally in the days to come. 

I am anxious to be off. Several of my street contacts have promised to meet up with me to give me important news of the south and discuss some possible business opportunities. but it seems unwise to leave this area at such a critical time for me. The army of elves, and this group will shape the events to come, I just know it. Additionally, I covet the valuable item inside the Fortress of Greymire. It would be most fortuitous if I was in a position to control this item that both sides so highly value. I will continue with these adventurers, and this army of centaurs, orcs and elves against the evil of the Empire. For the old Gods! (and erm, of course, me.)

Who is Owen Grabert? Why should I trust him?
May I remove the sick debility and regain full HP after resting one of our nights? (I spend one night partying with Glim if I can) (I was only sick from fear, correct?)
Feel free to veto some of my stuff, and of course I don't want my character to step on any other player's feet, but I do want to play him as the conniving devil he is  :D  :lol: 

As for the fortress itself...

I want this to be epic and challenging. So my two imposing defenses are:

A moat with some sort of youngling beast just under the surface.
Boiling oil to be poured down from the walltop upon invaders.
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