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[AP] - Dungeon World: Empire of the Leaves

Started by Drohem, July 24, 2013, 11:41:38 AM

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Drohem

Lately there has been a lot of discussion revolving around the game Dungeon World and whether it's a story-game or a regular RPG or not.  Also, whether or not it is labeled as an OSR game.  I am glad to see that one of the authors has become a member of theRPGsite and is discussing the game with us. :)

I am not going to delve into any of the above issues, but instead just provide an Actual Play report of the game from my perspective as a player.  

As an FYI, I consider myself a traditional gamer of regular RPGs.  I was introduced to gaming at the start of my Junior year of high school in 1984 and cut my teeth on 2e Gamma World.  I then played Star Frontiers before being introduced to 1e Advanced Dungeons & Dragons.  Over the intervening years, I have played many RPGs and read a ton more that I couldn't get my buddies to try out.

This game is being played via Skype + Roll20.  Our Skype group tries to meet weekly and currently has three different games (Rules Cyclopedia Dungeons & Dragons, 5e Talislanta, and Dungeon World) running so we rotate games and that's why there are gaps between the sessions of this particular game.

There are three characters in the game:
  • Liam:  Human Thief played by Kurt.
  • Geggus Copperpot:  Dwarf Cleric of Moradin played by me.
  • Thelir:  Elf Druid played by Silverlion.
=====  Session #1  =====

The GM provides us with a basic map that only shows a portion of the game world to be discovered:



Before we started actual play we had to decide on our Bonds with each other and a few other items.  I had to decide how and why the god Moradin survived the fairly recent deicide of the game world which is specific to the Cleric class.  Silverlion had to decide a few items for his Druid class as well.

After we completed this process, we moved into actual play of the game.  The GM decide to introduce us into the game world via a combat sequence.  Liam had gotten into trouble with some guards at a guild hall devoted to Trinity of Graakus, one of the surviving deities, in the city of Northmont.  Geggus and Thelir where with Liam and drawn into the fight as well.

It was a good way to bring us into the game, but I had a hard time with the fact that DW doesn't have an initiative system.  However, the GM did a good job of prompting us as to our character's action and kept the pace and flow of the game moving well.  The first combat of the game was tough since we were all unfamiliar with the game mechanics and how it should play out.  

Our characters flee the scene to get away from the guards and evade capture.  Liam climbs up onto the rooftops and is pursued by a couple of guards.  Meanwhile, Thelir turns into an owl and takes to the sky.  Geggus takes off running through the streets to avoid the guards the old-fashioned way- on foot.  Geggus is pursued by a couple of guards as well and is cornered alone by a guard who kept up with him.  Geggus and the guard square off to fight in an alley when Thelir swoops in and aids Geggus in defeating the guard, and both character escape pursuit.  Liam also defeats a guard on the rooftops and avoids being captured.

The characters are able to reunite elsewhere in the city since Thelir, as an owl, spotted Liam running from rooftop to rooftop and is able to bring Geggus and Liam together.  The trio decides to leave the hospitality of the city of Northmont, which is mostly run by factions aligned with the Trinity of Graakus.  The group decides to take a river boat down river to the trading town of Denov's Bend.  This is where we ended the first session of the game.

Below is the actual Chat Log for the game session.  In this first session, it is mostly just dice rolls with little exposition.  In later game session Chat Logs I try record the action more thoroughly.

Quote=== Start of Session 01_03-26-2013 ===
Kurt = Liam
Tim = Thelir
Question #1: Moradin survived the Deicide because he is strong, smart, a survivor, and the master of the underground realm.
Thelir:Question 1: I shared the secret rite of Greeting the Trees with Geggus, so he might feel welcome above the soil in their presence.
Question 2: The Island in the North West, is the Isle of the Accord, and holds the vast primal forest where great beasts still walk and it is unhealthy to be unless you are

touched by the land
Geggus Copperpot:The city of Faircliff has a holy site known to dwarves and worshipers of Moradin. There is a labyrinth cave system which is said to have pure springs of

water that Moradin had used to forge his holy weapons and items.
Liam: rolling 2d6
(1+3) = 4
rolling 2d6 +2
(1+4)+2 = 7
Thelir: rolling 2d6+2
(4+6)+2 = 12
Geggus Copperpot makes a Hack and Slash Move...
Geggus Copperpot: rolling 2d6+1
(6+2)+1 = 9
Geggus Copperpot rolls the damage for his attack...
Geggus Copperpot: rolling 1d6
(1) = 1
Liam: rolling 1d8
(7) = 7
rolling 2d6 +2
(5+5)+2 = 12
rolling 2d6 +1
(3+2)+1 = 6
Geggus Copperpot makes a Defy Danger (DEX) Move...
Geggus Copperpot: rolling 2d6
(2+3) = 5
Thelir: rolling 2d6
(3+6) = 9
Geggus Copperpot makes a Defend Move...
Geggus Copperpot: rolling 2d6+1
(3+2)+1 = 6
Liam: rolling 1d8
(7) = 7
Geggus Copperpot makes a Hack and Slash Move...
Geggus Copperpot: rolling 2d6+1
(4+5)+1 = 10
Liam: rolling 2d6 +2
(5+6)+2 = 13
Geggus Copperpot rolls the damage for his attack...
Geggus Copperpot: rolling 1d6
(5) = 5
Liam: rolling 1d8
(3) = 3
Thelir: rolling 2d6+2
(4+2)+2 = 8
Liam: rolling 2d6 +2
(5+5)+2 = 12
Thelir: rolling 2d6
(2+1) = 3
Liam: rolling 2d6 +2
(2+6)+2 = 10
rolling 2d6
(3+4) = 7
rolling 2d6 +2
(2+5)+2 = 9
Geggus Copperpot rolls the damage for his attack...
Geggus Copperpot: rolling 1d6
(4) = 4
Geggus Copperpot makes a Defend Move...
Geggus Copperpot: rolling 2d6+1
(5+4)+1 = 10
Geggus Copperpot rolls the damage for his attack...
Geggus Copperpot: rolling 1d6
(6) = 6
Thelir: rolling 1d6
(4) = 4
rolling 2d6
(4+3) = 7
rolling 1d6
(5) = 5
Liam: rolling 2d6 +2
(2+2)+2 = 6
Geggus Copperpot rolls the damage for his attack...
Geggus Copperpot: rolling 1d6
(5) = 5
Geggus Copperpot makes a Defend Move...
Geggus Copperpot: rolling 2d6+1
(1+2)+1 = 4
Thelir: rolling 2d6+2
(5+3)+2 = 10
Liam: rolling 2d6 +2
(4+3)+2 = 9
rolling 1d8 - 1d6
(5)-(6) = -1
rolling 2d6 +2
(1+5)+2 = 8
Thelir: rolling 1d6
(3) = 3
Geggus Copperpot makes a Defy Danger (STR) Move...
Geggus Copperpot: rolling 2d6+1
(1+1)+1 = 3
Liam: rolling 2d6 +2
(3+4)+2 = 9
rolling 1d8
(1) = 1
Thelir: rolling 1d6
(3) = 3
Liam: rolling 2d6 +2
(1+5)+2 = 8
Geggus Copperpot attempts to cast the Magic Weapon spell...
Geggus Copperpot: rolling 2d6+2
(1+5)+2 = 8
If successful, then: The weapon you hold while casting does +1d4 damage until you dismiss this spell. While this spell is ongoing you take -1 to cast a spell.
Thelir: rolling 2d6+2
(5+3)+2 = 10
rolling 1d6
(5) = 5
Geggus Copperpot makes a Hack and Slash Move...
Geggus Copperpot: rolling 2d6+1
(3+3)+1 = 7
Geggus Copperpot rolls the damage for his attack...
Geggus Copperpot: rolling 1d6
(3) = 3
Geggus Copperpot rolls his bonus damage from the Magic Weapon spell...
Geggus Copperpot: rolling 1d4
(4) = 4
Geggus Copperpot attempts to cast the Cure Light Wounds spell...
Geggus Copperpot: rolling 2d6+2
(4+3)+2 = 9
If successful, then: At your touch wounds scab and bones cease to ache. Heal an ally you touch of 1d8 damage.
rolling 1d8 \ Hit Points restored by spell.
(7) = 7
Liam: rolling 2d6 +2
(6+1)+2 = 9
Geggus Copperpot:Both Magic Weapon and Cure Light Wounds spells are gone until he Communes again.
Liam: rolling 2d6 +1
(5+1)+1 = 7
rolling 2d6 +1
(6+1)+1 = 8
Geggus Copperpot:We left the city of Northmont after a fight at the guild hall
Liam fought some guys on the roofs while Geggus and Thelir fleed into the streets of the market
We take the river east and stop in the town of Denov's Bend.
The local shrine is sharing duties with the Trinity of Gracious.
Liam:Trinity of Graakus
Geggus Copperpot:We rumors of dwarves digging into the mountains near the city of Faircliff.
They went into the mountains southeast of Faircliff.
Geggus buys a dog whistle to signal Thelir if he needs it.
=== End of Session ===

Drohem

===== Session #2 =====

Silverlion was available for the second session of the game and so it was just Liam and Geggus for this one.

We arrive in the frontier river town of Denov's Bend and begin to explore.  Liam the Thief can't help himself and picks the pocket of an innocent citizen as we are walking down the town's main street.  Geggus doesn't notice this.

We find an inn called the 'Musty Sausage' and go inside.  Geggus talks with the owner and learns information about the town of Denov's Bend while Liam gets involved a card game with some locals.  Geggus discovers that the town is plagued by gang violence of late.  Liam cannot help himself and cheats at cards, and thinks that one of the guys might have noticed it.  He does earn some good coin in the game.

Geggus leaves Liam to his card game and goes looking for a general store to purchase some cheroot cigars.  After he purchases some and steps outside the general store he sees some men with torches run up to the Musty Sausage and start to set the inn on fire.  Geggus runs down the street to the inn and attacks the gang members because Liam is still inside the inn as far as he knows.  Meanwhile, inside the inn Liam tries to find a way out of the inn to avoid the flames and burning to death.

Liam is able to effect his own escape from the burning building while Geggus fights some gang members outside in the street.  Geggus kills two gang members before they are dispersed.  Liam jumps out a window of the burning building and the two reunite in the street outside the burning building.

Here is the Chat Log for Session #2:

Quote===== Start of Session 04-09-2013 =====
When we arrive at Denov's Bend, Thelir gets called away by his Circle and says that he will meet back up with us in the near future.
Geggus Copperpot: Elfin Falls is a border keep that splits the map into two nations... it's still a frontier area between the two nations.
There are legends about the lands across the mountains to the SE.
Denov's Bend is a rougher place than Northmont.
Mayhill is village for Northmont
Irongate is a keep for Northmont.
Mayhill is a farming village, and is under a blight of forest animals.
Geggus Copperpot: Battle of Eagle Hill happened near Irongate, and the dead of the battle are known to haunt the area.
New Osthaven was flooded about a decade ago. It was purposefully flooded to try and seal away a trio of evil. It is not a place to go now.
Liam: Trinity of Graakus
Geggus Copperpot: We have escaped from the Trinity of Graakus and are now in Denov's Bend.
We get off the river boat a little before it becomes dusk.
The Musty Minatour
Liam: rolling 2d6 +2
(5+5)+2= 12
Geggus Copperpot: We walk down the boardwalk on the main road through town and stop at a tavern named 'The Musty Sausage.'
We go inside to try and find lodging for the night.
Liam pickpockets someone while we're walking down the street.
Liam got a small coin purse from the person.
Liam finds 10 gold in the purse.
We go inside and order some food and buy a room for the night from the innkeeper.
Geggus Copperpot: There is a wooden mask behind the bar with a few streaks of red paint on it.
It's sparsely decorated, but it is popular and rowdy.
Geggus asks the innkeeper about the mask... the innkeeper says he took it off one of the gang members that was harassing. The Bloody Bird Boys, as they are known.
Liam says that he will gamble here, and Geggus will watch.
Liam says his nickname is 'Lucky Liam.'
"They don't call me Lucky Liam for nothing!"
Geggus Copperpot: Endus is the innkeeper of the Musty Sausage.
There are several card games going on.
Liam: rolling 2d6
(4+3)= 7
Geggus Copperpot: Liam plays pretty good and is doing alright.
Liam: rolling 2d6 -1
(5+2)-1= 6
Geggus Copperpot: Liam is going to check out the table and see if there are any card sharks at the table with him, but he doesn't seem to think so. They're a normal guys

playing.
Geggus goes to the bar and talks to Endus.
Geggus tells him that the Trinity of Graakus is taking over Northmont, and he says that he doesn't like it.
He says that kobolds are rumored to be to the south. There haven't been any orc around here in a while.
He says that it was Devours that was the reason by New Osthaven was flooded.
Liam hears a rumor about the Bloody Bird Boys and that they are a new gang in town. People don't like them because they are killers.
Geggus Copperpot: A new tavern is being built on the site of the old church, and it is named 'The Pious Dragon.'
The Dirt Road Diggers a long time gang in town, and then there is the Black Ghouls.
Those are the two most established gangs of town.
Liam: rolling 2d6 +2
(5+1)+2= 8
Geggus Copperpot: When Geggus is way, Liam tries to cheat at cards.
Liam is up to 25 gold pieces, but he thinks that one of the players has caught Liam cheating but hasn't said anything yet.
Geggus leaves and walks down Main Street tipsy looking for cigars. He goes into a merchant named Tom's Goods.
Geggus goes out into the street and lights up a cigar.
He sees lights run and thrown into the windows of The Musty Sausage.
Geggus starts running back to the inn.
Geggus Copperpot: Liam grabs up 40 gold from the table in the confusion of moltov coctails thrown into inn.
As Geggus runs toward the fire and commotion, he readies his war hammer and shield.
When he gets there he sees a melee outside.
Endis is the innkeepers name.

Geggus Copperpot attempts to cast the Magic Weapon spell...
Geggus Copperpot: rolling 2d6+2
(5+6)+2= 13
If successful, then: The weapon you hold while casting does +1d4 damage until you dismiss this spell. While this spell is ongoing you take -1 to cast a spell.

Geggus Copperpot makes a Hack and Slash Move...
Geggus Copperpot: rolling 2d6+1
(4+6)+1= 11

Geggus Copperpot rolls his bonus damage from the Magic Weapon spell...
Geggus Copperpot: rolling 1d4
(3)= 3

Geggus Copperpot rolls the damage for his attack...
Geggus Copperpot: rolling 1d6
(3)= 3
Geggus runs up and bashes a gang member in the head and kills him.
Liam is trying to clear out the back of the building on the first floor.
Liam: rolling 2d6
(6+3)= 9
Geggus Copperpot: Liam finds a trap door and checks it out in the backroom.
Liam sees a ladder going to that is covered red paint.
Geggus tries to intimidate them to leave, but they seem to stay fighting.
Endis says something in a strange language.

Geggus Copperpot makes a Defy Danger (CON) Move...
Geggus Copperpot: rolling 2d6+1
(2+5)+1= 8
Geggus tries to brace for the charge from the gang member.
Geggus rolls back with the fall to the ground. He had a big axe that is knocked away, and Geggus' shield is knocked away.
Liam climbs down into the secret room under the building.
Liam sees about 8-10 guys down there.

Geggus Copperpot makes a Defy Danger (DEX) Move...
Geggus Copperpot: rolling 2d6
(3+1)= 4

Geggus Copperpot makes a Hack and Slash Move...
Geggus Copperpot: rolling 2d6+1
(4+4)+1= 9
Geggus rolls over and tries to choke with the handle of his warhammer.
Liam quickly climbs back up the ladder, but they notice him.
Liam slams the trap door down and locks it.
Liam looks for some windows in the kitchen, but there aren't any.
The common room is burning well now.
Liam: rolling 2d6+2
(5+6)+2= 13
Geggus Copperpot: Liam runs out and vaults over the bar and jumps through a window onto the street, and ready for action!
Liam: rolling 2d6 -1
(6+1)-1= 6

Geggus Copperpot makes a Defy Danger (CON) Move...
Geggus Copperpot: rolling 2d6+1
(3+1)+1= 5
The gang member rolls out from under Geggus and he stands up.

Geggus Copperpot makes a Hack and Slash Move...
Geggus Copperpot: rolling 2d6+1
(1+3)+1= 5
Geggus tries to hit him in the foot but misses and is hit by the gang member.
rolling 1d6 \ damage
(5)= 5
He takes 1 off from armor and takes 4 damage.
Geggus stands up and attacks him.

Geggus Copperpot makes a Hack and Slash Move...
Geggus Copperpot: rolling 2d6+1
(5+6)+1= 12

Geggus Copperpot rolls the damage for his attack...
Geggus Copperpot: rolling 1d6
(4)= 4

Geggus Copperpot rolls his bonus damage from the Magic Weapon spell...
Geggus Copperpot: rolling 1d4
(3)= 3
Geggus hits him square in the chest and takes him down.

Geggus Copperpot makes a Discern Realities Move...
Geggus Copperpot: rolling 2d6+2
(5+2)+2= 9
He sees that there a few more gang members coming from down the street.
Endis has two swords out and looks very angry.
Geggus sees men wearing wooden masks from bursting out of the burning tavern and start attacking the opposing gang members. Obviously, Endis is the leader of the

Bloody Bird Boys.

Geggus Copperpot makes a Discern Realities Move...
Geggus Copperpot: rolling 2d6+2
(1+5)+2= 8
Geggus tries looking for Liam's body among the dead out front, but he doesn't spot him at all.
A couple Bloody Bird Boys die in the fire.
We stay in the Emerald Bow for the night.
We watch the Musty Sausage burn before we go to bed.
=== End of Session 04-09-2013 ===

Drohem

===== Session #3 =====

Session #3 opens up the next morning in the town of Denov's Bend after the Musty Sausage has burnt down to the ground.  Thelir arrives in town after completing his secret Druid business and meets up with Liam and Geggus.

Liam sees an old acquaintance named Banir who is relocating his business to the city of Faircliff, which is further down river and to the southwest.  The group had decided to leave Denov's Bend and travel to Faircliff as well.  Banir offers the group a job as guards for the journey.  The first leg of the journey will be by boat.

During the river journey the ship encounters a ghostly armada that floats past them.  After the ghosts ships pass by some of the sailors on the ship start acting strangely.  After some divine investigation by Geggus and natural investigation by Thelir, we come to understand the afflicted sailors are missing a part of their soul, or the whole soul altogether.

We discover that the flooded and abandoned city of New Osthaven fell to some dire evil a little over a decade ago and is now shunned by most folk.  However, river travel still sails through the abandoned and flooded city during daylight.  

The ship makes to the outskirts of New Osthaven near dusk and the captain drops anchor for the night and will not sail through it during the night.  

Here is the Chat Log for Session #3:

QuoteGeggus Copperpot : === Session 05-20-2013 ===
Thelir meets up with us in the morning.
World (GM): Banir
Geggus Copperpot : He plants a tree in the ashes of the Musty Sausage tavern.
Liam sees a guy he knows pushing a cart down the road, his name is Banir.
He packed up his bar and business and is traveling to Faircliff to start a new life.
He says that it's time leave Denov's Bend.
The Rutting Boar is Banir's bar and tavern that he is migrating to the city of Faircliff.
He generously offers us to work for passage on his boat to Faircliff. We accept his offer and Liam leads us to the Rutting Boar tavern to start loading Banir's stuff onto

the ship.
Geggus Copperpot : We spend some time loading stuff to earn our passage and work hard. We take the stuff to the docks and see a nice looking river boat.
We board early with our help and we leave that evening instead of the next morning. Liam and Geggus sleep up on the deck of the ship.
A watchman rings a bell and yells "Something is coming!"
He's pointing with his lantern to the west, behind us. We see and eerie green glow in the fog, but it is approaching our ship.
Liam and Geggus wake up, and arm themselves.
Liam: rolling 2d6
(4+4)= 8
Geggus Copperpot : Thelir studies the situation and realizes that the approaching lights are spectral lights- ghost lights!
The lights hit the ship and we ghastly figures of soldiers
The lights appear to ghostly torches or lanterns that are held by ghostly soldiers
Liam recognizes an emblem of Irongrate keep on the ghostly soldiers./
The ghostly parade passes through us and our ship and moves down river toward the east.
The sailors freak out because of it.
Geggus Copperpot : The ship's captain and Banir and another merchant are arguing after the ghostly procession passes us by on the river.
World (GM): Irus
Geggus Copperpot : Irus is the other merchant on the boat.
Irus wants to stop the trip. Banir doesn't want to go back to Denov's Bend. The captain wants extra payment to go through New Osthaven.

Geggus Copperpot attempts to cast the Cure Light Wounds rote...
Geggus Copperpot : rolling 2d6+2
(2+6)+2= 10
If successful, then: At your touch wounds scab and bones cease to ache. Heal an ally you touch of 1d8 damage.
rolling 1d8 \ Hit Points restored by spell.
(5)= 5
Geggus proclaims himself a priest of Moradin the Soul Forger. He cuts his arm and then heals himself if front of them.
We travel for several days on the river toward the east. We eventually see abandoned farm lands and equipment.
Thelir judges that the land is still good.
Geggus Copperpot : It's just after lunch when one of the sailors comes up onto the deck and is muttering that "it is missing... where is it? It is missing"
Another guy comes up and he has bloodied lip.
The dazed man grabs Geggus and tries to throw him to the ground.

Geggus Copperpot makes a Defy Danger (STR) Move...
Geggus Copperpot : rolling 2d6+1
(6+6)+1= 13
Geggus easily counter-throws the man to the deck of the ship hard.
The man gets up and tries to come at Geggus again. His sailor buddies try to restrain him, but he kicks one hard in the knee.
Thelir: rolling 2d6
(5+2)= 7
Geggus Copperpot : Thelir tries a Lore roll to try know something about the way this guys is affected.
A vine known as the Dark Creeper locally is similar to these symptoms.
Liam: rolling 2d6+2
(4+3)+2= 9
Geggus Copperpot : He tries to lasso the man, but he gets both sailors in the loop at this time.
He pulls the loop tight anyway and grabs both of the sailors.

Geggus Copperpot makes a Hack and Slash Move...
Geggus Copperpot : rolling 2d6+1
(5+6)+1= 12
Geggus hits him in the head with the ship bailing rod.

Geggus Copperpot rolls the damage for his attack...
Geggus Copperpot : rolling 1d6
(4)= 4
Thelir: rolling 2d6
(6+3)= 9
Geggus Copperpot : Thelir tries to hit him on the head with his staff and gets a partial hit on him.
Thelir: rolling 1d6
(2)= 2

Geggus Copperpot makes a Hack and Slash Move...
Geggus Copperpot : rolling 2d6+1
(2+1)+1= 4
Geggus tries to hit him on the head again, but I missed.
Liam: rolling 2d6+2
(5+5)+2= 12
Geggus Copperpot : The crazy sailor grabbed Thelir's staff out of his and hit another sailor.
Liam goes and hogs ties at the same time and Geggus hits the good sailor.

Geggus Copperpot rolls the damage for his attack...
Geggus Copperpot : rolling 1d6
(4)= 4
Thelir: rolling 2d6+2
(3+2)+2= 7
Geggus Copperpot : Thelir tries to Discern if this is a poison or not, but he thinks not.
World (GM): Hinrad, the man with the bloodied lip
Phaer
Geggus Copperpot : Phaer is the crazy sailor
Phaer had a ghost soldier go through him a few days ago with the nightly procession.
Thelir: rolling 2d6
(6+5)= 11

Geggus Copperpot attempts to cast the Sanctuary spell...
Geggus Copperpot : rolling 2d6+2
(6+3)+2= 11
As you cast this spell, you walk the perimeter of an area, consecrating it to Moradin. As long as you stay within that area you are alerted whenever someone acts with

malice within the sanctuary (including entering with harmful intent). Anyone who receives healing within a sanctuary heals +1d4 HP.
Geggus does Divine Guidance and asks Moradin how to prevail in spiritual combat with the ghost taint.
Phaer is missing his aura, and Geggus sees this through his vision with Moradin.
Geggus' eyes turn white and then clear up.
Geggus Copperpot : Geggus says that Phaer's soul is missing and that the ghost taint is making them loose their souls
Geggus says that we must find out where the ghost soldiers are going and maybe we and discover more there at New Osthaven.
Banir tells Liam that he saw a ghost that night when the soldiers passed by on the river.
Thelir turns into a fish to talk to one, or he tries to do this...
Thelir: rolling 2d6+2
(6+3)+2= 11
Geggus Copperpot : he does!
He becomes a fish and talks to half a dozen fish in the river about the ghostly soldiers
many fish died as a result of their passing on the river.
He says that there a few places in the new lake that they stay away from.
a few more days pass of sailing, and about half the singled-out men get tied up to prevent them going crazy on their mates
It's getting nightfall, so we drop anchor in the river and are going to wait until the morning before sailing any further.
Geggus Copperpot : We are on the outskirts of New Osthaven.
+1 XP for everyone
we are resting for the night.
=== End of Session 05-20-2013 ===

Drohem

===== Session #4 =====

Session #4 opens up with the ship anchored outside the abandoned town of New Osthaven.  The sailors are naturally spooked by recent events and more are becoming afflicted by this strange madness.  We deduce that those sailors who were touched by a ghost during that encounter are the ones that are becoming afflicted.  

After some discussion with the captain and merchants, it is decided that the group will enter the city to try and find out what is happening and how to resolve it.  A couple of hearty sailors row the group into the non-flooded Outer City portion of New Osthaven.  The group enters the fortification that holds one of the massive river gates.  

After exploration we discover that one of the room is occupied by someone.  We manage to capture the man.  It turns out that he was part of a bandit group that is using the abandoned Outer City as a base of operations to attack passing ships.  His companions were afflicted by the ghost sailors when they passed down river a while ago.  Colby barricaded himself in the fortification after being forced to kill his companions.  The group returns to the ship with Colby.  

Back on the ship the group discovers that a portion of a broken mast with a dead body floated by and that they fished it out of the river.  The group examines the body and determines that it was killed by some kind of slash wounds to the chest.

Here is the Chat Log for Session #4:

QuoteGeggus Copperpot: ==== Start of Session 06-10-2013 ===
New Osthaven was a double-walled city before it was abandoned.
The outer walls and outer city are not flooded, and the inner city was pulled or shoved down under the water.
Radnor is a sailor we may want to recruit to row us into the flooded walls of New Osthaven
Thelir is trying to recruit him with the promise a share of the loot

Geggus Copperpot makes an Aid roll
Geggus Copperpot: rolling 2d6+1
(2+5)+1= 8
Liam: rolling 2d6+1
(1+6)+1= 8
Thelir: rolling 2d6+3
(4+4)+3= 11
Geggus Copperpot: Liam and Geggus aid Thelir in trying to persuade Radnor, and it works eventually
he agrees to row us into the city as we asked of him.
Radnor is a quiet and protective fellow
Radnor is Thelir's Hireling...Loyalty (3)
Protector (3)
Radnor and two other sailors (Dean & Dominic) row us to the gate house of the outer wall
Geggus Copperpot: We leave Radnor, Dean, and Dominic with the diny and we climb up the stone landing into the outer gate house.

Geggus Copperpot attempts to cast the Light rote...
Geggus Copperpot: rolling 2d6+2
(6+6)+2= 14
If successful, then: An item you touch glows with divine light, about as bright as a torch. It gives off no heat or sound and requires no fuel but is otherwise like a mundane

torch. You have complete control of the color of the flame. The spell lasts as long as it is in your presence.
We enter the gate house... it looks mostly inhabited, but it looks like someone has been here within the last 10 years
Thelir: rolling 2d6+2
(2+1)+2= 5
Geggus Copperpot: Thelir turns into a fox to pick up a scent from the trail in the middle of the room
Thelir tries to pick up the scent in the room
He smells human scent lingeringt
we go up the stairs to explore further
Thelir stays behind for a moment to spot any lights in the city after Geggus' Light Rote fades from view\
Liam: rolling 2d6+2
(1+5)+2= 8
Geggus Copperpot: we find a locked door and Liam attempts to pick it
Thelir: rolling 2d6+2
(4+4)+2= 10
Geggus Copperpot: Thelir does see some lights in the city between the walls in the outer city.
Liam: rolling 2d6+2
(4+6)+2= 12
Geggus Copperpot: Liam gracefully gets out of the way of the opening door
Geggus busts into the room and he sees a couple of bodies on cots
He knocked over a man in leather armor with grayish-blonde hair, and he is surprised
Geggus kicks a body on the cot and thinks it's dead
He says that he was a bandit who tried to rob the ghost ships and he buddies are dead now, but that he didn't touch a ghost
He talks to us and says that his friends tried to kill each other.
Geggus Copperpot: We escort him back to the dingy to hang out until we return. Geggus tells him to repent his evil ways and start a new life.
Colby Preston is the man.
In another room we find another dead bandit.
Three dead and Colby so far we find.
Thelir searchs the body and finds 20 coins in a purse.
Liam: rolling 2d6+2
(5+5)+2= 12
Geggus Copperpot: The other door is locked and Liam picks the lock easily.
It is a kitchen/storeroom for the bandits.
There is a small wooden chest as well.
Liam finds a key and unlocks the chest, and there is another two coin purses within.
rolling 4d10
(9+6+6+9)= 30
we find another 30 coins in the chest between the two coin purses.
Thelir: rolling 2d6+2
(2+5)+2= 9
Geggus Copperpot: We go up onto the top of the tower to look over the city.
Thelir turns into an owl to go and investigate the lights in the city.
Thelir sees a lot of bats flying in the twilight.
Thelir sees a small bonfire on the top of a large building.
He sees signs of people near the fire on the roof.
He sees a robed figure climb onto the roof and do something with the fire and with a haversack. It's a light-colored robe that the person is wearing.
Thelir: rolling 2d6+2
(2+5)+2= 9
Geggus Copperpot: It appears to be a woman on the roof and she is preparing arrows.
A man in leather armor climbs onto the roof from inside the building, and they are cooking an evening meal.
We get back in the dingy and row down river and to the Inner city gate house. Colby stays with us in the dingy.
We get to the gate house and it is very dark now, and it seems even more dark here.
Thelir: rolling 2d6+2
(2+4)+2= 8
Geggus Copperpot: The stairs up to the top of the tower is broken, and Thelir turns into a raccoon and climbs up with a rope to secure it for Liam and Geggus.
We climb up to the top of the tower and cannot really see anything on the lake of the inner city.
The lake is big enough that we could not physically see across the lake anyway.
Thelir as a raccoon climbs north along the crumbling inner city wall.
Thelir thinks he might see some sort of structure in the inner city just near the water line.
Mr. Winston was the leader of Colby's bandit group.
Geggus Copperpot: Colby mentions that Mr. Winston took some bandits into the outer city but never returned
Colby says that he met a woman and man who were in the city north of the river.
We go back to the ship and spend the night there.
In the morning, Benhir says that something floated by the ship last night.
The sailors fished it out of the river. It looks like the part of the mast of a ship and there is one body with it.
Geggus has them fish the body off the mast.
Geggus Copperpot: It looks like there might be some slash or claw marks on the body.
It's been dead for a couple of days.
We split the coins... 10 each for Liam, Thelir, and Geggus. We give 5 coins to Radnor, Dean, Dominic, and Colby.
+2 XP for the session
=== End of Session 06-10-2013 ===

Drohem

===== Session #5 =====

Silverlion could not attend this game session and so the mysterious Elf Druid Thelir was off once again doing some druid-y stuff.

During the last adventure, Thelir as an owl flew over the Outer City and discovered that it was not completely abandoned after all.  Besides the bandits that Colby was part of, Thelir saw a human female and human man on a roof top during a night time fly over.  He also saw several lights at various spots in the ruins.  We also learned from Colby that the bandit leader and some others probably fell the strange creatures that prowl the streets of the Outer City.

This session opens with Geggus trying to use divination to get some more information about what is taking the souls of those afflicted, and to speak with the dead body fished out of the river by the sailors.

Geggus first tries to cast the Guidance Rote and gets a Partial Success.  This draws the attention of something within the abandoned city, and Geggus knows it.  However, he does not tell anyone else.  Geggus then casts the Speak With Dead spell and talks with the corpse.  As a Cleric he has cast this spell before, but this time there is something different and off regarding this corpse.  He learns that some shadow creature, or creatures, are taking the souls and that they are within the abandoned city.

After speaking with Colby, Geggus and Liam learn that the woman and man spotted by Thelir last night are a Cleric and Ranger, respectively.  Geggus and Liam decide to enter the Outer City to try and find them and speak with them.  They get the brave sailors to row them again farther down river into the Outer City and they disembark into the abandoned city in the morning.  

While walking through the city, they come upon a bank and go inside to explore.  While inside the bank building, Liam and Geggus are attacked by some kind of shadow creature.

Geggus immediately tries to Turn Undead on the creature and discovers that it is not an Undead creature after all.  The shadow creature screams at Geggus and the attack does 1d8 damage that bypasses armor, and Geggus takes 7 damage out of 22 Hit Points!  

Geggus tries to cast his Magic Weapon spell on his warhammer, but fails the spell casting roll and loses his spell!

The creature also screams at Liam and does damage to him too.  Geggus casts the Light Rote on his warhammer and this cause the creature to pause momentarily.

At this point in the fight, it becomes clear that without the Magic Weapon spell their ability to hurt the creature is severely limited.  

Geggus switches tactics and distracts the creature to aid Liam's backstab ability.  After a tense fight, Geggus and Liam are able to defeat the creature.  The creature explodes upon its death and lets out a sort of psychic scream.

Geggus has taken 9 damage and Liam has taken 6 damage.  Geggus has lost his ability to cast the Magic Weapon spell until he communes with Moradin again.  We ended the session here.

Here is the Chat Log for Session #5:

Quote=== Session 06-24-2013 ====

Geggus Copperpot attempts to cast the Guidance rote...
Geggus Copperpot: rolling 2d6+2
(3+2)+2= 7
If successful, then: The symbol of your deity appears before you and gestures towards the direction or course of action your deity would have you take then disappears.

The message is through gesture only; your communication through this spell is severely limited.
Geggus takes 'Unwanted Attention' as part of the partial-success spell casting.
He hears a high-pitched wail coming from somewhere inside the city... he holds his warhammer to the SE
Divine Commune tells him that it is a displaced echo or shadow of something bad that happened here long ago.
He may have a chance to beat it in personal combat but he may come out of it changed in some way.
Geggus Copperpot: The sailors on the ship heard the wail and were scared.
Liam: rolling 2d6+1
(1+4)+1= 6

Geggus Copperpot makes a Defy Danger (WIS) Move...
Geggus Copperpot: rolling 2d6+2
(4+4)+2= 10

Geggus Copperpot casts the Speak with Dead spell...
Geggus Copperpot: rolling 2d6+2
(5+6)+2= 13
The corpse works but he doesn't seem as animate as they usually are for the spell...
Has your soul pierced the veil to go the proper resting place?
"I don't know" is the best we could get from the corpse.
Was it a Shade from the sunken city that ripped your soul from your body and killed your mortal form?
"yes, many"
Geggus Copperpot: Is there a purpose to the Shades taking the souls of sailors?
"The entities held the soul to their chest like a prized item'
We shank the lungs of the body, tie some weights to it, and throw it overhboard.
Radnor, Dean, and Dominic will row us in the dingy down river so that we can search out the female priestess and a male ranger somewhere in the Outer City.
Liam: rolling 2d6+2
(4+5)+2= 11
rolling 2d6+2
(5+2)+2= 9
rolling 2d6+2
(2+2)+2= 6
rolling 2d6+1
(3+1)+1= 5
rolling 2d6+2
(5+6)+2= 13
Geggus Copperpot: A Shade creature comes for Geggus and Liam while we're exploring a bank.
It shrieks at Geggus when he sees it
rolling 1d8
(7)= 7
Geggus takes 7 damage from the shriek of the creature!
Liam: rolling 2d6+2
(2+5)+2= 9
Geggus Copperpot: Liam throws a piece of wood at the Shade, but...
Liam: rolling 2d6
(5+1)= 6

Geggus Copperpot makes a Turn Undead Move...
Geggus Copperpot: rolling 2d6+2
(4+3)+2= 9
Geggus gets a bad feeling once he tries to Turn Undead on the creature.

Geggus Copperpot attempts to cast the Magic Weapon spell...
Geggus Copperpot: rolling 2d6+2
(3+1)+2= 6
If successful, then: The weapon you hold while casting does +1d4 damage until you dismiss this spell. While this spell is ongoing you take -1 to cast a spell.
Liam: rolling 2d6+2
(1+3)+2= 6
rolling 1d8
(6)= 6
Geggus Copperpot: Liam is shrieked at and takes 6 armor piercing damage...

Geggus Copperpot attempts to cast the Light rote...
Geggus Copperpot: rolling 2d6+2
(6+4)+2= 12
If successful, then: An item you touch glows with divine light, about as bright as a torch. It gives off no heat or sound and requires no fuel but is otherwise like a mundane

torch. You have complete control of the color of the flame. The spell lasts as long as it is in your presence.
He casts the Light Rote on his warhammer
Geggus charges the entity when it stops coming toward him after he cast the Light spell on warhammer
Liam: rolling 2d6+2
(2+2)+2= 6
Geggus Copperpot: Liam throws a dagger at it and misses

Geggus Copperpot makes a Hack and Slash Move...
Geggus Copperpot: rolling 2d6+1
(5+5)+1= 11

Geggus Copperpot rolls the damage for his attack...
Geggus Copperpot: rolling 1d6
(6)= 6

Geggus Copperpot makes an Aid roll
Geggus Copperpot: rolling 2d6+1
(5+4)+1= 10
Geggus tries to distract the creature while Liam tries to drop a bookcase on the creature.
Liam: rolling 2d6+2
(3+6)+2= 11
rolling 1d10
(4)= 4

Geggus Copperpot makes a Hack and Slash Move...
Geggus Copperpot: rolling 2d6+1
(5+1)+1= 7

Geggus Copperpot rolls the damage for his attack...
Geggus Copperpot: rolling 1d6
(4)= 4
It points at Geggus and he is overcome with a sense of terror.
Liam: rolling 2d6+2
(6+5)+2= 13
rolling 1d8 + 2d6
(3)+(3+4)= 10
Geggus Copperpot: Liam backstabs the creature while it is distracted by Geggus
The creature notices Liam now!

Geggus Copperpot makes a Hack and Slash Move...
Geggus Copperpot: rolling 2d6+1
(3+2)+1= 6
Geggus attacks it to distract its attention from Liam, but he barely nicks the shadow
Liam is hit with a feeling of intense pain, Geggus feelings his mind is shaken by emotions at the moment.
He is mentally stunned (-1 any INT rolls) for the time being.
Liam: rolling 2d6+2
(5+4)+2= 11

Geggus Copperpot makes a Defend Move...
Geggus Copperpot: rolling 2d6+1
(4+6)+1= 11
Liam: rolling 1d8
(2)= 2
Geggus Copperpot: Shriek damage
rolling 1d8
(4)= 4
Liam: rolling 2d6+2
(2+3)+2= 7
Geggus Copperpot: spend a curreny and half that damage... Geggus takes 2 armor piercing damage from the creature, but it sets up Liam for a backstab
Liam: rolling 1d8 + 2d6
(1)+(1+6)= 8

Geggus Copperpot makes a Defend Move...
Geggus Copperpot: rolling 2d6+1
(3+1)+1= 5
Liam: rolling 1d8
(2)= 2
Geggus Copperpot: It shrieks at Liam and he takes 2 more armor piercing damage
Liam: rolling 2d6+2
(3+4)+2= 9
rolling 1d8
(5)= 5
Geggus Copperpot: The creature explodes and dissipates with a shriek and we are thrown on our buts, and it is destroyed.
Geggus knows that this shrieking echo is not an undead creature
=== End of Session 06-24-2013 ===

Drohem

===== Session #6 =====

This session open up immediately after the harrowing fight with the shadow creature in the bank building.  Geggus and Liam move out onto the street and full daylight shaken after their encounter.

Geggus cast the Cure Light Wounds spell on Liam and gives him back 6 Hit Points, which returns him to full HPs since he only took 6 damage in the fight.

Geggus then attempts to cast the Cure Light Wounds spell on himself and fails.  He has now lost the ability to cast the Magic Weapon spell and the Cure Light Wounds spell until he communes with Moradin again.

Thelir has returned and is flying overhead as an owl.  He sees the rowboat and on the shore and Geggus and Liam in the Outer City streets.  He flies down and returns to his Elf form.  The group discusses recent events, and Thelir returns to his owl form to lead Geggus and Liam toward the area where he saw the Cleric and Ranger.

They flow his lead from the air and traverse the abandoned city streets.  After a while, the sounds of some creatures can be heard.  Thelir can feel their presence as well.  The creatures are heading for Geggus and Liam.

Geggus and Liam quickly duck into an old butcher's shop and make their way up to the second floor.  Part of the building was crumbling and they climb up onto roof of the building.  They see that the street is swarming with this creatures that are about the size of a medium dog, but they have a rat-like head with stilted and hoofed legs.  Hiding from the roof, the group sees that the creatures are pointedly avoiding two nearby buildings; a bistro across the street and a residence several building away on the same side of the street.

A couple of the creatures enter the butcher's shop.  One of them makes its way up to the second floor and discovers the group on the roof of the building.  Liam makes a daring attack on it and kills it.  However, it had already alerted the rest of the creatures through its howling call.  

Liam suggests that we make for one of the avoided buildings, but Geggus is hesitant and voices that maybe they are avoiding those places because they are afraid of what lies within.  However, at this point, the jig is up and the pack knows our location on the roof of the butcher's building.  The group quickly formulates a plan of action:  Thelir will pretend to be a wound owl and draw the pack's attention away from the butcher's building while Liam and Geggus climb down a rope into the alleyway behind the building and make for the bistro across the street.

The group effects the hasty, but solid, plan.  Thelir discovers that the creatures are faster and smarter than originally estimated and is nearly taken down while pretending to be wounded.  However, he does escape their grasp and flies high into the sky and out of their reach.  This has bought enough time for Geggus and Liam to climb down and run across the open street to the bistro.  They are seem by the creatures but make into the building before any of the creatures can reach them.

Once inside the bistro, Geggus uses an old chair to barricade the front doors.  Geggus and Liam see that there is a kitchen and grand stairway that leads to another area for patron seating on the second floor.  Meanwhile, Thelir flies to a window on the second floor of the building and lands on the windowsill.  He discovers that the window is locked and he starts tapping on it.

Just as Geggus and Liam are about to head up the stairs, they hear the tapping sound and stop in their tracks.  Thelir sees a dark figure through the window approach him, and he takes to the air and lands at the front doors of the bistro.  He tries to enter but finds it barred.  Thelir calls out and Liam lets him inside.  Thelir tells them about a figure on the second level of the building.

The group goes through the kitchen to find the stairway up to the area where Thelir saw the figure.  While exploring, Liam discovers a locked chest in a study room and tries to open.  He gets a Partial Success and something of glass breaks when he opens the chest.  The group flees into a hallway and discovers the stairs up the second level.

However, the glass breaking in the chest alerted whatever was on the second floor and it started coming down the stair.  To the horror of Geggus and Liam, they see another shadow creature before them.  The group tries to flee but must engage the creature.

The creature screams at Geggus and he takes another 7 damage!  He is now missing 16 out of 22 HPs.  The creature screams at Geggus a second time and he takes 7 damage again!  He has taken 23 damage out of 22 HPs and falls during the battle.

During the fight the group managed to get the creature outside into the sunlight before Geggus fell.  Thelir turned into a lion during the fight, but after Geggus fell he turned into a bear and hugged the creature to keep it in the sunlight.  Combined with Liam's backstab attacks, they finally finished the creature off.

Geggus makes his Last Breath Move to see if he survives gets a Partial Success.  He can take either choose to die outright, or he can choose to come back to the mortal world by with some kind of detriment.

I decide that Geggus would come back to the mortal world because his Bonds with Liam and Thelir are still unresolved.  As Thelir is examining Geggus' body, Geggus comes back to the world of the living.  The group decides to hole up on the second story of the building and use the Make Camp Move before returning to the river and ship.

The GM has not revealed yet how my decision to bring Geggus back to the mortal world will affect him in the game.

Geggus earned a total of 6 XP for the session, Thelir earned 4 XP, and Liam earned 3 XP at the end of session tally.

Geggus had already reached 2nd level prior to this session and makes it to 3rd level.  Both Liam and Thelir finally make it 2nd level.

Here is the Chat Log for Session #6:

Quote==== Start of Session 07-22-2013 ====
Geggus Copperpot : rolling 1d8
(7)= 7

Geggus Copperpot attempts to cast the Cure Light Wounds rote...
Geggus Copperpot : rolling 2d6+2
(5+5)+2= 12
If successful, then: At your touch wounds scab and bones cease to ache. Heal an ally you touch of 1d8 damage.
rolling 1d8 \ Hit Points restored by spell.
(6)= 6
Cast it on Liam and he is back to full Hit Points again.
Thelir is flying over the town as an owl currently.
He spots the rowboat on the river with the sailor and Colby, and then he heard a loud and high pitched scream that doesn't seem naturally occuring.

Geggus Copperpot attempts to cast the Cure Light Wounds rote...
Geggus Copperpot : rolling 2d6+2
(1+3)+2= 6
If successful, then: At your touch wounds scab and bones cease to ache. Heal an ally you touch of 1d8 damage.
rolling 1d8 \ Hit Points restored by spell.
(3)= 3
He fails casting his CLW rote himself and failed the roll.
+1 XP
He looses the spell until he commune again.
Geggus Copperpot : Next spell cast is at -1 Forward.
Thelir: rolling 2d6+2
(1+4)+2= 7
Geggus Copperpot : Liam and Geggus get on the road heading north, and stay in the sunlight.
Thelir is flying overhead and sees Liam and Geggus.
Thelir: rolling 2d6+2
(2+5)+2= 9
Geggus Copperpot : He lands and turns back into an Elf and we all speak. We tell him that we are looking for the Cleric and Ranger in the ruins of the Outer City.
Thelir turns back into an owl and flies overhead to lead Liam and Geggus to find the female cleric and male Ranger.
We walk briskly for about 20 minutes following Thelir in the sky.
Thelir turns to the west and leads Liam and Geggus down another street.
Geggus and Liam hear howls coming from the west and north.
Geggus and Liam run into an old butcher shop.
Geggus Copperpot : Thelir spots the hoard about three blocks away from the Butcher Shop.
Thelir lands on the roof of the Butcher Shop, it is a two-story building.
There is a foul smell from a room in the corner and we see some stairs going up.
Liam and Geggus run up the stairs and reach the second floor.
One room is missing most of the walls and outer wall.
Liam starts climbing up the broken wall onto the roof. Geggus is looking for some folding stairs that lead to the roof.
Liam: rolling 2d6+2
(6+6)+2= 14
Geggus Copperpot : Liam climbs up no problem.
Geggus sees a broken ladder lying on the floor. He uses it to try and climb up the broken wall onto the roof.
Liam throws down a rope to help Geggus climb up onto the roof.
Thelir notices the howls are getting louder.
Thelir returns to an elf and helps Liam pull Geggus up onto the roof.
Geggus looks over the side of the roof onto the street and sees some creatures running about. They look like the size of medium dogs, but they have weird elk-like legs-

they are not normal animals.
Geggus Copperpot : They seem to avoid two buildings on this street.
We see some come into the first floor of the Butcher Shop.
They avoid a restaurant and residence it looks like.
One of the creatures climbs up to the second floor and it sees us and it lets out a howl.
The head and face look rat-like, it's the size of a medium dog, it has sores all over its body, and it has stilt-like legs with grasping claws- clearly its a supernatural being.
Thelir: rolling 2d6
(5+4)= 9
Geggus Copperpot : Thelir tries the Spout-Lore Maneuver.
Geggus hits the ladder with his warhammer and knocks it off the roof.
Liam: rolling 2d6+2
(4+5)+2= 11
Geggus Copperpot : Liam jumps down and tries to backstab the creature while its holding onto the ladder that Geggus knocked away from the roof.
Liam: rolling 1d8 + 2d6
(3)+(1+5)= 9
Geggus Copperpot : Liam stabs it through the head and kills it.
Liam: rolling 2d6+2
(4+1)+2= 7
Geggus Copperpot : Liam tries to scramble back onto the roof.
Thelir tries to learn the language of the howls while this is going on about him.
Liam partially gets up and Geggus reaches down and pulls him up by his belt before it can bite him.
Thelir: rolling 2d6+1
(4+1)+1= 6
Geggus Copperpot : Thelir tries to speak to it and tell it 'danger' but he fails his roll.
Another creature appears the second floor.
4 buildings to the east is the residence and the bistro is 3 buildings across the street.
Thelir: rolling 2d6+2
(5+3)+2= 10
Geggus Copperpot : Thelir is going to try to turn into a bird and lure them away so that Liam and Geggus can get to one of the buildings.
He turns into a bird and heads east and pretends to be hurt to lure them away.
Thelir: rolling 2d6+1
(1+6)+1= 8
rolling 1d6
(4)= 4
Geggus Copperpot : There are some creatures hidden on the ground and one of them gets an attack off on Thelir before he flies up and out of their reach and he takes 4

damage.
Liam: rolling 2d6+2
(2+3)+2= 7
Geggus Copperpot : Liam and Geggus use a rope to climb down off the butcher shop while they are mostly distracted by Thelir's ploy.
Three creatures come to sniff around where Liam and Geggus just were hiding.
Geggus and Liam run across the street and make it into the bistro.
Thelir plucks off some of his feathers and throws them down to the creatures and flies high up into the sky to avoid them.
Geggus shoves a chair against the door to jam it up a bit.
Thelir lands on the roof the bistro building.
Geggus Copperpot : Liam and Geggus and hear some noise coming from the second floor.
Geggus heads up the stairs toward the second floor, and Liam follows him.
Thelir sees a dark man-shaped creature come to the window that Thelir is pecking at from the outside on the windowsil
Thelir flies back onto the roof and checks out the front door. He then flies down to the front door and turns back into an elf and tries to open the door.
Liam opens the door and lets Thelir into the front of the building.
Thelir says that there is a man on the second floor. We find some double doors and look for another way up onto the second floor of the bistro. We find the kitchen.
Liam: rolling 2d8
(6+5)= 11
Geggus Copperpot : We head out of the kitchen and find a living area. There is a chest under a desk.
Liam: rolling 2d6+2
(2+5)+2= 9
Geggus Copperpot : Liam tries to open the locked chest while Geggus looks for stairs up to the second floor.
Liam finds some papers inside the chest and some ledgers maybe. Liam sets off a trap of some sort in the chest when he opens it- there was the sound of broken glass.
There is a large, tall man who is shadowy. It's not the same creature as Liam and Geggus fought before, but it's similar.

Geggus Copperpot makes a Hack and Slash Move...
Geggus Copperpot : rolling 2d6+1
(1+1)+1= 3
Geggus missed hitting it with his warhammer and it dodges the blow. +1 XP.
Liam: rolling 1d8
(7)= 7
Geggus Copperpot : Geggus takes 7 damage from its piercing screech.
There is a hunger aspect to this feeling.
Thelir: rolling 2d6
(3+1)= 4
Geggus Copperpot : Thelir tries to reflect sunlight on the creatures, but fails. +1 XP.
Liam: rolling 1d8
(3)= 3
Geggus Copperpot : Thelir is hit by the screech and he takes 3 damage from it.
There is a physical hunger aspect to the screeching attack of the shadow creature.

Geggus Copperpot makes a Defend Move...
Geggus Copperpot : rolling 2d6+1
(5+4)+1= 10
Geggus tries to defend Thelir against the creature's attack.
He is successful and gets 3 Hold to defend Thelir.
Thelir: rolling 2d6+1
(2+3)+1= 6
Geggus Copperpot : Thelir tries to trick it into the sunlight but fails. +1 XP.
The creature moves toward Thelir and it points its fingers at him, and he feels his memories are being messed with.
Liam: rolling 2d6+2
(5+1)+2= 8
Geggus Copperpot : Geggus spends two Holds: +1 Forward for Liam'
Liam's Backstab and half the effect of its attack on Thelir's mind.
Liam: rolling 1d8 + 2d6
(5)+(5+2)= 12
Geggus Copperpot : Liam hits it and does 12 damage to it.
Geggus spends his last Hold to do 2 more damage to it.
Geggus bashed it into the sunlight and it seems like it is unpleasant to it.
It steps backward out of the sunlight and looks at Liam.
Liam: rolling 2d6+2
(6+1)+2= 9
Geggus Copperpot : Liam tries to get away from it.

Geggus Copperpot makes a Defend Move...
Geggus Copperpot : rolling 2d6+1
(1+6)+1= 8
Geggus gets his shield in between it and Liam; and gets 1 Hold and uses it half the damage.
rolling 1d4 damage
(2)= 2
Liam takes 1 damage from the blocked attack.
Thelir: rolling 2d6
(6+6)= 12
Geggus Copperpot : Thelir tries to reflect sunlight into its back while it's attacking Liam and Geggus defends for Liam
Thelir: rolling 1d6
(5)= 5
Geggus Copperpot : The creature is smoking from the sunlight attack and steps toward Thelir.
Liam: rolling 2d6+1
(6+5)+1= 12
Geggus Copperpot : Liam throws up a table and rushes it, and then Geggus rushes it with his shield at the same time.

Geggus Copperpot makes a Defy Danger (STR) Move...
Geggus Copperpot : rolling 2d6+1
(2+1)+1= 4
But Geggus chokes. +1 XP.
Geggus, Liam, Thelir, and the creature burst out a window onto the street.
Thelir: rolling 1d4
(1)= 1
Geggus Copperpot : Thelir takes some damage, but his armor takes it.
Geggus drops his warhammer and near the wall of the building next door.
Thelir: rolling 2d6+2
(5+3)+2= 10
Geggus Copperpot : Thelir tries to turn into a lion and attack it.
Thelir: rolling 1d6
(1)= 1
Geggus Copperpot : Thelir claws it but does minimal damage.
It's smoking from the sunlight outside the bistro now.
Liam: rolling 2d6+2
(3+3)+2= 8
Geggus Copperpot : Liam attacks it with his dagger. It stands up and backhands Liam into the bistro wall.
Liam takes a Strength debility.
Geggus tries to defend the lion from it.

Geggus Copperpot makes a Defend Move...
Geggus Copperpot : rolling 2d6+1
(1+1)+1= 3
he fails at his Defend Move; +1 XP.
It stops Geggus with is hand and screechs at Geggus.
rolling 1d8
(7)= 7
Thelir: rolling 2d6
(3+1)= 4
Geggus Copperpot : Geggus goes down; he has taken 23 damage and he only has 22 Hit Points
Thelir tries to attack it but fails; +1 XP.
Liam: rolling 2d6+2
(2+1)+2= 5
Geggus Copperpot : It was a Hold; so XP.
Liam fails his backstab; +1 XP.
Thelir turns back into an elf.
Thelir: rolling 2d6+2
(6+5)+2= 13
Geggus Copperpot : Thelir tries to shape shift into a bear and does it easily.
Thelir: rolling 1d6
(5)= 5
Geggus Copperpot : Thelir spends his Hold to maul it and do damage to it.
Liam: rolling 2d6+2
(5+3)+2= 10
Geggus Copperpot : Liam attacks it with his dagger and hits.
Liam: rolling 1d8 + 1d6
(4)+(1)= 5
Geggus Copperpot : Liam does extra damage on the attack, but the creature is still trying to make it back into the bistro.
Thelir tries to hold it in the sunlight, and then the creature explodes throwing them to the ground.
Thelir: rolling 1d4
(2)= 2
Geggus Copperpot : There is a low-pitched scream when it dies.
Thelir takes 1 damage from the attack.

Geggus Copperpot makes a Last Breath Move...
Geggus Copperpot : rolling 2d6
(3+5)= 8
Geggus is not necessarily dead yet.
=== End of Session ===
Thelir resolves a Bond and gets +1 XP.
Each got +1 XP for playing alignment well.
We did learn about the new rat-like creatures. +1 XP for all.
Geggus Copperpot : Thelir and Liam go upstairs and barricade themselves upstairs to heal and bind Geggus' wounds.
World (GM): http://book.dwgazetteer.com/moves_discussion.html
Geggus Copperpot : Geggus tries to force his soul back into the world through a tear that the shadow creature is making when he is dying.
A spectral clawed-hand tries to make it through before the tear closed behind Geggus.
Geggus forces his way back into his lifeless body, and comes back to the world of mortals.
Geggus Copperpot: Liam and Thelir Levels Up to 2nd, and Geggus Levels Up to 3rd.
=== End of Session 07-22-2013 ===