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.
Filtering by Tag: Slayer
Our adventurers make it through the area that once housed the valley of Iggthot, which is quickly being consumed by the pity-seeking rains of the oldest of the cyclopes, Hed.
We finally get to see what the failed cyclops has for ability, and what Krekki can really do.
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!
Faced now with Dodjal, a cyclops demanding of awe and attention, our adventurers give pause and consideration to the upcoming battle, even seeking the advice of Krekki, a golem made of swords (!).
Nulsc, running headlong into the cyclopean town, leaves Ozier and Greeg to fend for themselves, as guards, a dragon, and a petty DM try to kill the party.
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.
The dream team is back, baby!! This is the set-up episode for Series VI, which I'm calling The Sons of Arahallin. For a change of pace, I (Nathan, that is) will be putting Ryan, JD, and Zach through the ringer in a series of boss battles as they rip through the lineage of the cyclopean king Arahallin.
Maybe-temporary music: “Walking in the Shadows” by “GO” Saito & Masae Saikade for the Lagoon OST
We begin our third series with an introduction to the crew of the Scale of Zaffre: Captain Eilis the Priest, First Mate Greig the Ranger (and his weasel companion/puppetmaster Socs), and Nulsc the uhh... well, try not to stare. This series will be one of ramming ships, bloody civil war, and cold, cold waters. Find the moves we'll be using for ships here.