Bay of Spirits: The Haunt of Crow Gulch

Bay of Spirits: The Haunt of Crow Gulch

Bay of Spirits: The Haunt of Crow Gulch

Featuring:

Bronn – The charming halfling thief, played by josh gary

Grend – The sociopath ranger and his wolf companion Absinthe, played by Tony Hahn

Messyahir “Mess ya hair” – the strange brown elf druid from “down there” and is tiny worm companion Maladgy , played by Gerrit Reininghaus

Lao – the old oriental bard and his magical origami shows, played by Vincent Quigley

Session1:

The party arrived at the village of Crow Gulch aboard the Flower Meadow as the sun was setting behind the ruins of “The Haunt”.

They where approached by a group of Wyvern Guards and the village’s harbormaster Ferrant Tole.

The man seemed to have gotten a cold so Lao offered him “an herbal remedy”. Bronn passed him a vial of Goldenroot poison which he gracefully accepted. The harbormaster is now very found of Bronn and will probably try to help him if asked to. (Goldenroot act as a charm potion.)

Grend and Messyahir where already on their way to find a place where the civilized members of the party could pass the night in the village. Absinthe started to growl and seconds later a Wyvern Guard alarm horn could be heard in the night.

The guards at the docks and the party went in the general direction of the alarm. They arrived at a farmstead where a farmer women was hurt and crying by the entry fence of the property. Further in, Grend fund some tracks and knew them to be from “River Trolls”.

They led to the stables which where barred from the inside with a dead guardsmen slouched on the ground.

Lao remembered an old legend from his home country about the salted tears of a princess killing River Trolls. Grend and Bronn tried to find a way inside using a side door and the second story hay shutters while Messyahir and Lao tried to procure some salt by enrolling the guardsman’s help and searching the farmhouse.

Messyahir chapechanged into a firefly so he felt a strong attraction to open flames. He almost got burned in the kitchen’s fireplace but transformed at the last minute into a half snake half man form (a failed roll). Meanwhile, Lao and the guardsman prepared some water buckets saturated with salt.

The combat inside the stable was a frantic affair with the water trolls being dissolved by thrown salted water buckets and one even being hanged by Bronn’s quick rope tricks. The farmer’s daughter where saved but 3 guardsman and the husband did not make it. They where already dead when the party arrived.

Grend and Messyahir insisted they burn the stable down. The dead where brought to the cemetery by cart and the party finished their night at the local tavern: The Fish & Flagon

There, Lao tried to soothe the child’s and mother’s grief with a magical origami and music performance but only further saddened them and the crowd. They where then approached by a gnome called Galemon. He asked them to come by his fish shack the next morning. He needs adventurers and as an offer to make them.

Adventure and Illustration by Randy M

https://drive.google.com/file/d/0B_dDnQ_810l9eHdtOUJXZDdwUWs/view?usp=sharing

What’s your favorite thing about human/demihuman hybrids as a fantasy species?

What’s your favorite thing about human/demihuman hybrids as a fantasy species?

Originally shared by Robert Bohl

What’s your favorite thing about human/demihuman hybrids as a fantasy species?

http://tvtropes.org/pmwiki/pmwiki.php/Main/HalfHumanHybrid

I’m looking for players for a PbP of The Sprawl, a PbtA cyberpunk game.

I’m looking for players for a PbP of The Sprawl, a PbtA cyberpunk game.

I’m looking for players for a PbP of The Sprawl, a PbtA cyberpunk game.

To me, cyberpunk asks questions about how to carve out independence in the face of all-consuming systems. About preserving humanity and community against the grain of homogenizing technology. About the street finding its own uses for things, and the undistributed future. About what happens when we realize that we’ve caught a ride on the tiger of algorithmic cruelty and now we can’t let go.

Oh, and robot arms and neon signs in the rain and autorappelling out of 40th story arcology windows with a vibrosword in one hand and a hard drive full of paydata in the other.

As a system, The Sprawl delivers all of that. I also especially like the way it explicitly makes violence necessary but insufficient. I think it will work well as a PBP game because of the mission-based structure, and the way players can operate independently or in small groups, both before and during missions.

Logistically, it will be run in a shared Google Docs folder, with a Hangouts chat or Slack channel for table talk. I’d like players to be able to read/post once or twice a day so we can keep momentum going, but posts don’t have to be long– a couple hundred words, tops. You don’t have to own the game– I’ll share the playbooks.

I’d like to have about 4 PCs. If you’re interested, let me know in the comments.

Here are a couple of Special Moves I created for my upcoming DW living campaign, We Hunt the Keepers!

Here are a couple of Special Moves I created for my upcoming DW living campaign, We Hunt the Keepers!

Here are a couple of Special Moves I created for my upcoming DW living campaign, We Hunt the Keepers!

Slay a Keeper

When you deliver the killing blow to a Keeper, you learn some of their secrets. You may select one of the following:

-Take a +1 ongoing to any move directly related to hunting the next Keeper.

-Take a +1 forward to Turn the Key.

-Reveal the Keepers’ secret plan. At the end of the session, the GM will ask “What did you see when you glimpsed their secret plan?” Tell them three distinct images you saw in your mind’s eye when you delivered the killing blow and then mark 1 XP.

Turn the Key

When you spend time caressing, studying, or otherwise bonding with a Key, roll +WIS. On a 10+, hold 2. On a 7-9, hold 1. You may spend the hold at any time to invoke the power of the Key (work with the GM to determine what that means).

On a 12+, you may permanently bond with the Key. Work with the GM to create a magic item or custom move associated with the Key’s power.

On a miss, the Key gains some power over you. The GM gets 3 hold they may spend at any time to suggest a course of action that conforms to the Key’s desires. If you take the suggested course of action, mark 1 XP.

Check out our new RSVP site for Gauntlet Hangouts!

Check out our new RSVP site for Gauntlet Hangouts!

Check out our new RSVP site for Gauntlet Hangouts!

Many of the games being added to the calendar for May, June, and July are opening-up for general RSVPs very soon (or have already opened). Check out the full list on our new RSVP site. If a game is full, join the waitlist; you’ll be notified via email if you get into the game.

Here is a link to the site:

https://gauntlet-hangouts.firebaseapp.com/events

To be notified when games get added to the calendar, join our Gauntlet Hangouts G+ community (be sure notifications are turned on):

https://plus.google.com/communities/116329047011220562548

Come game with us!

Hi everyone, I’m looking for an alternate system to play in the Numenera setting after playing the recent PC game.

Hi everyone, I’m looking for an alternate system to play in the Numenera setting after playing the recent PC game.

Hi everyone, I’m looking for an alternate system to play in the Numenera setting after playing the recent PC game. Does anyone have any handy suggestions? I’m looking for something more story games style but nothing is leaping to mind.

When you read a new PbtA game, what makes you read a move (basic, player, otherwise) and think “Yes!”?

When you read a new PbtA game, what makes you read a move (basic, player, otherwise) and think “Yes!”?

When you read a new PbtA game, what makes you read a move (basic, player, otherwise) and think “Yes!”?

EDIT: On the flip side, what makes you think “Meh…”?

Listening to the most recent podcast about character death, I realised that while Legacy has rules for character…

Listening to the most recent podcast about character death, I realised that while Legacy has rules for character…

Listening to the most recent podcast about character death, I realised that while Legacy has rules for character death (triggering a Death Move and creating a relic that lets family members use one of the character’s moves) it didn’t really have space for mourning. I’ve sketched out a move to try and explore the space of returning from the wasteland and breaking the bad news to a fallen character’s family – what do you think?

When you return a relic to its holder’s family, you may spend time with them telling and hearing tales of the deceased character’s life and final moments. If you do, the family’s player picks one:

– Their family gives your family 2-Treaty.

– Your character is now treated as a member of both families for all purposes.

– Their next Character will help your Family with one task.