An easy and well-earned rest in the halls of Hed's floating castle (now inhabited by Krekki) is ruined when Pyimir's army takes advantage of our adventurer's respite.
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After a pyrrhic victory over Iggthot the Valleymaker, our adventurers grieve and convalesce. Krekki shows his usefulness as Hed rears his ugly... well... head.
This episode was hard. Greeg was a favorite of our characters, and his sea-salt cantankerousness was a joy to build around. And despite the early conversation in this episode, I was extremely sad (and sorry, to Zach) when he died. There was a hush at the table (and, later, when listening back to the recordings) coupled with a fear of how we’d procede.
But we kill our darlings.
More to the point, though, Last Breath is the best move in Dungeon World and to bend the rules to accomodate (read: force) a narrative is disingenuous and works to errode both the emotional stakes of the game and the main tenant of Dungeon World: play to find out what happens.
Krekki has legs, though (literally now!) and we’ve had a lot of fun playing the Brute Playbook in games off-air before now, so finding a(n almost) suitable replacement was easy. And as usual, Zach is more than capable of bringing one of my half-ideas to vibrant and wry life.
Let’s see what happens now. At least Socks is OK.
After fighting off his followers, our adventurers gather within the great earthen exoskeleton of Iggthot, the Valleymaker and combat the powerful cyclops to the death.
The adventurers attack Dodjal, the second son, from within and without, after aid from the sword golem Krekki. Plus, The Chimaera's storied history of making too much of a fight out of gropus of troglodytes continues!
Nulsc, Greeg, and Ozier step foot on the island of the dead cyclopean god Arahallin for the first time, with promise to kill his five sons.
Here, they encounter Laharisfur, whose inherited breath feeds the kiln he mans with myopic attention.
After passing successfully through the mirror passage, Omid, Row, and Gashana have reached the innermost sanctum of Ypsilanti. But to explore it they first must survive a fight with its guardian when they're already weak.