Mange Dirt-Eater, halfling druid of the Prismatic Valley
Fillion Don Dillion, gentleman thief
Conlay of Clacton, a literal murder hobo (and Immolator)
Balentine Krupin, servant of Melchior
Fiona the Volatile, bloodthirsty warrior
“What do we know about liches?” - START HERE (16:32)
The Corvideros - IMAGE (18:43)
There are a lot of interesting things going on in this combat. Things to pay attention to: polling the group in the beginning of the fight; how I call for the ‘setup moves,’ like Burning Brand and Druid’s transformation, to be rolled ahead of time; and how I used a Golden Opportunity on Fillion Don Dillion when he stabs with a rapier, but how I give Fiona her Hack n Slash when she describes smashing off the head.
A very interesting Flags discussion (31:02)
The Abandoned Cathedral - IMAGE (33:41)
Whenever a party arrives somewhere, I often give players an overview of everything their characters would see by simply walking around the premises for a little bit. It saves time and it makes sense in the fiction. If this was an OSR game, this little cursory examination of the premises would have taken an hour of game time. In Dungeon World, we summarize.
A conversation with the dead (35:05)
The skull rolling out of Balentine’s hand is associated with a Grim Portent related to the Bone Cleric.
Phoenix owl transformation (38:44)
The matter of the door (40:29)
This is a really fun extended scene. The characters’ personalities come out nicely.
BREAK (50:13 - 54:12)
Not so fast! (54:12)
The killing miasma rune (54:58)
This is a really tense moment. Notice how I have each person give me their roll before I tell them the results. It helps keep the pace and tension going.
Cathedral - Main Sept
My Hideous Map & Inside the Cathedral - IMAGES (1:01:52)
Again, notice how much I summarize what the characters would be able to see at a glance by just walking around the interior for a bit.
Initial moves in the dungeon (1:04:00)
Wait, WHAT? The Prismatic Valley walnut is HERE? (01:11:53)
Conlay & Fillion go to the garden (01:12:56)
Notice what I did here. I used some of the options available to me from previous rolls to separate some characters and then push a Grim Portent. I essentially combined Fiona’s failed roll with Balentine’s ‘draw unwanted attention’ to set up the next scene.
The Bone Knight - IMAGE (01:14:58)
One of my favorite RP tricks for playing masked characters is to cover my mouth when I talk. It’s a small thing, but I think it’s effective.
An intimate moment in the garden (1:23:05)
A bloodthirsty outcome (01:27:12)
Some backstory: Fiona had a condition called ‘Bloodthirsty’ from a previous adventure. We didn’t explain it much in this AP, but basically I have a certain number of hold on her and I can spend it to offer her an XP for doing something particularly gruesome.
Purple putrescence (01:31:29)
The First Oak (01:34:18)
This was really fun, visually, and also because the item Mange uses is something that came into the Company’s possession dozens of sessions ago. This was how I envisioned the shared inventory of the Company of the Three Kings to work, in fact: each adventure is echoed in subsequent adventures, and all these characters are part of a larger continuity.
Just before the break - IMAGES (01:38:29)
A fun BREAK (01:40:29 - 01:47:46)
The nerve wraiths, plus some vintage Dungeon World GM fuckery (01:47:46)
The nerve wraiths are a great addition to the dungeon from a GM’ing perspective, because they allow me to push the party where I need them to be for the next part of the adventure. Importantly, I made sure to telegraph their presence early in the session, so it wouldn’t seem cheap when I used them for their intended purpose later. Notice, though, that even while I’m using the nerve wraiths to prod the party in a certain direction, I simultaneously tempt them to stay put by mentioning the item on the balcony (an item that may well be Mange’s magic walnut). This is some fine GM fuckery right here.
Cathedral - Subterranean Portion
Going down below & another hideous map - IMAGE (01:53:54)
‘Speaking’ with the Bone Knight, and buffing the party for the final sequence (01:56:29)
When we get to the part where Balentine does the healing, I allow the player’s roll to stand for ALL the healing that needs to get done. Since it’s not a super-important story detail, I’m not interested in having the player roll over and over again for the spell. This thinking comes from ‘Let it Ride’ from Burning Wheel. It’s a house rule for DW, but it speeds the story up.
Trap expert & bone corridor - IMAGE (2:07:42)
The Bone Cleric’s personal quarters (02:14:11)
The Walnut of the Prismatic Valley and the Bone Cleric’s phylactery (02:15:47)
This is a single, extended scene that moves in and out of various points in the subterranean level. There is a lot of great stuff going on here, and it’s the crux of this whole second half of the session. Very enjoyable.
Another fun BREAK (02:36:20 - 02:40:25)
Plan B (02:40:25)
This single scene is an example of why DW is such a cool game. It was a great collaborative effort between players and GM to make cool, unexpected things happen in the fiction.
Showdown with the Bone Cleric - IMAGE (02:46:43)
The last Castafiel (02:54:58)
Summarizing the rest of the dungeon (03:00:15)
Character epilogues and adventure thoughts (03:01:26)
End of Session move (3:10:52)