Actual Play: Dungeon World (Part Two)
Danger Level: Advantaged (-1)
Seed: Music Note Location: Ruined tower, light smell of damp firewood, insects flying around Weather: cloudy and temperate
Setup: Filasor decides to confront the harpies in their nest outside Sharan La
You have ventured out of the grim outskirts of *Sharan La* into the nearby countryside. The lair of the harpies is located in a ruined tower. You wonder why you can smell damp firewood. Has someone camped here recently? Insects are buzzing around you. What do you do?
*Does Filasor scout around and checks her surroundings? (certain, CF 6)
Yes.* Filasor slowly sniffs the air, turns around and carefully approaches the tower while being aware of her surroundings. -Discern Realities: 7-9: ask 1: What here is not what it appears to be?
The spirits whisper to you, but you can’t understand what they are saying. Something strange is going on, of that you’re sure. As you slowly approach the tower it is as if a blanket is lifted off you and you can hear other sounds now. At the entrance of the tower, one harpy stands guard. Another one is busy with dragging the body of a seemingly dead harpy back into the tower. She is mumbling angrily: “Yet another one. How long will these tentacle-heads keep this going?” The two haven’t spotted you yet. What do you do?
Does Filasor try to sneak around to find another point of entry? (likely, CF 6) - No, and… Filasor boldly strides towards the harpies. “I demand that they let me pass. I am expected.”
They look at you critically. They seem unsure. How do you want to convince them?
“I don’t want to talk to you, vermin! I have something to discuss with the beings who are responsible for this here” - Filasor points to the dead (?) body. “Now let me through or you’ll regret it!”
Do you want to bluff your way in? Let's roll *Parley*.
-rolls Parley: 6- (ouch!)
Ok, it looks like you couldn't convince them completely. "If you really are expected you know that weapons are not allowed inside. Hand over your sword."
Does F. roll with it? (unknown, CF 6) - Yes, and. Filasor sneers at the guard as she hands over her well-worn sword. Easy come, easy go!
The harpy lets you pass but still eyes you suspiciously. You enter the tower through the reinforced door. The floor is a layer of dried, cracked mud, along with hair/fur bits on the floor near the east wall of the room. The air is stale and the tower feels abandoned even though it is supposed the lair of the local harpies. As you delve deeper into the complex you can hear enticing music which beckons you to come closer. This music is so wonderful, your head feels fuzzy and you walk further without really having control over your steps. What do you want to do?
Filasor tries to block the music out of her mind by whistling an asynchronous melody. - rolls Defy Danger +Wis: 6-
You are enthralled by the sing-song of the harpies and continue down the hallway in a daze. You enter a chamber where a tentacle-faced creature holds court. The Illithid asks you: "What do you want here, little human? And don't bore me or I will devour your brain."
Mind Flayer (Illithid) Group, Stealthy, Intelligent, Planar, Terrifying Mind blast (d6 damage) 6 HP 1 armor Close, Ignores Armor, Far Special Qualities: Telepathy, Darkvision, Squid head with grasping mouth-tentacles The illithid, or mind flayer, is an evil and feared creature of the Underdark; its powers are formidable and it feeds on the brains of any creature it encounters. Using arcane powers, it enslaves or destroys its foes, which include such powerful creatures as drow and kuo-toa. Mind Flayers stand about 6 feet tall and have hideous mauve skin that glistens with slime. The head resembles an octopus, with white eyes (no pupils are evident) and four tentacles around its mouth, a round, many-toothed orifice like that of a lamprey. The creature has three reddish fingers and a thumb on each hand. Instinct: To dominate - Devour your brain - Use the darkness - Disturbing bioscience
Harpy stats from here:
Harpy Group, Devious, Intelligent, Hoarder Talons (b[2d6] damage 1 piercing) 6 HP 0 armor, Close Special Qualities: Wings [..] Instinct: To torture and cause despair - Screech at foes who get too close - Croon a song to hypnotize prey
Story Probe: Do the Illithid and his harpies use the poisoning as a way to stir fear and mistrust amongst Sharan La’s population? (How?) *-No (roll of 5 minus 1 for the Danger Level). The Illithid doesn’t disclose his reasons for the poisoning. He doesn’t deny his involvement in this matter and is clearly the mastermind behind the harpies. Fortunately, he is amused about Filasor’s inquiry and doesn’t take offense - at the moment. For now, the result of the Story Probe is a Dead End.
This concludes Scene 2. I will pause Dungeon World for a while because I want to try out Whitehack. Yet it was fun to play DW solo.