The Wild New World

Introduction

This is the Campaign site for The Wild New World, a Dungeon World sandbox campaign.

Please read the campaign introduction here.

And the preparation instructions here. https://the-wild-new-world.obsidianportal.com/

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Session 1.1
Tue 15th Sept 2016

Horse-trading for class playbooks resolved amicably.
Basic character introductions were provided.

The party, having survived the difficult sea crossing from the Old World, have found themselves at Johanestown colony. Before they could even regain their sea legs they have been sent off to investigate the stoppage of supplies of lumber (vitally needed to continue to build and fortify the colony). The lumberjacks were known to be using an abandoned ziggurat rising from the jungle as their base.

3 days travel from Johanestown, the ziggurat was found empty and trashed. It soon became apparent this was due to lizardmen. Three in the top of the ziggurat were defeated, and as the party prepared to camp overnight, a further 5 were killed, with 2 being driven off in the general direction of a distant volcano.

Items gained:

  • A personal diary of one of the lumberjacks was found.
  • The lumberjack’s store-room contained 5 usable rations (1 Weight), and 3 uses of Lumberjack gear (1 Weight).
  • 8 small gold nuggets (each 1 Coin) were found on the lizardmen’s bodies
  • as were a couple of makeshift knives, and the volcano-glass tipped spears and javelins they were wielding. [Volcano-glass tipped Javelin: #Near #Thrown #Reload #Fragile (or if just used to stab, just #Close #Fragile.) Set of 3 is 1 Weight; Makeshift knife see rulebook for Knife, but also #Fragile; Volcano glass spear, see rulebook for Spear, but also #Fragile.]
  • 4 lumber carts were found nearby, 3 with full loads of lumber. They can be pulled by mule, donkey, or at a push, by hand.

Items lost:

  • A total of 2 rations each were used by each party member – the overuse was mainly due to the barbarian, who- it is to be assumed – will no longer be in charge of rations…

Possible opportunities:

  1. The two lizardmen were partially tracked by the Ranger, and were heading in the general direction of a distant volcano.
  2. On two occasions a single dull thump was heard from within the core of the ziggurat. There are no other obvious entrances to the ziggurat, but the exterior has not been fully searched, nor the large runes on the main face.
  3. There is still a lot of mess in the trashed lumberjack’s living areas, perhaps a more detailed search will turn up something useful?
  4. There has been no sign of the lumberjacks; of the food waste found only waste lumps of donkey-meat and bones could be identified.
  5. If the party are able to transport the lumber to the colony they’d probably get 10 Coin for each of the 3 loads. The carts themselves each carry 20 Load and a worth perhaps 20 Coin each, but they no doubt already have an existing claim to their ownership.
  6. While keeping watch overnight the Paladin noticed a Discovery, which will be revealed next session.
  7. What were the monkey-shaped creatures stalking the Ranger, and do they pose a threat?
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Request to players before Session 2!
Please answer some of these worldbuilding questions in the forum!

Request to players: as input into future sessions, please think about the following questions, and post answers and any other input to the forum!

Think about more worldbuilding:

  • What knowledge or rumour of an opportunity, quest, McGuffin, task or job do you have?
  • What bonds do you have to NPCs (and who are they)?
  • What happened with [other character] on the voyage?
  • Knowledge or rumour of a danger or threat, including monsters
  • One rumour about a location in the New World.
  • What drove you to make the dangerous passage from the Old World to the New?
  • What sacrifice or bargain was paid for your passage?
  • What makes you think you can survive on the frontier?
  • What special item caused fellow passengers to say you had wasted your baggage allowance?
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Session 1.2
Partial write up. September 2015

After a bit more searching of the lower levels, the party interact with the sigils on the side of the ZIggurat, opening the entrance.

The progress into the heart of the Ziggurat, lowering themselves with rope into the treasure chamber.
They see copper peacocks with gem eyes and various other items of treasure and loot.

Progressing further they defeat the tomb guardians [skeletons?] and open the tomb to see the restful body of conjoined twin girls. A magic feather is retrieved by [Iain’s character].

On the way back up through the Ziggurat, the circular portal is found and opened, revealing a powerful Mummy. The Mummy is defeated and the chamber behind is searched and looted.

Having gained spoils the party heads back to Johanestown with their loot on one of the recovered lumber wagons, being pulled by the Barbarian.

They encounter some more lizardmen, most of whom are defeated, but at least one escapes in the general direction of the distant volcano.

The party are followed by eyes in the jungle canopty that turn out to be Stabby Monkeys. The party are swarmed by them, taking damage from their crudely formed shivs. However party causes the troop sufficient damage to drive them off. [Iain’s player] monentarily loses his rapier to a moneky, buy he manages to recover it before it abcondes too far.

They make reasonable progress back along the lumber trail and camp a few hours from the town.

In the morning the Ranger wakes up having been partially eaten by a huge constrictor snake. However, with help from his companions he is retrieved and the snake killed and skinned.

Arriving in Johanestown the usual “street uchin” children come up to the party begging for food or other trinkets.

The Ranger sells the snake skin.
The other items, including the copper peacocks are offered to the [Antiques and Curios Dealer].

The party report the news of the lumberjack massacre and return the carts.

[Confirm loot gained including the copper peacocks and The Twin Feather.]

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Session 2.0 - The Brown Mission
Partial write up. Run using Funnel World rules

The players each chose two or three 0th level peasant characters from a select randomly rolled by the GM.

The characters left the wooden mission house in search of Parson Brown and their salvation.

The party avoiding drowning in quick sand.

One member encountered a River Rat.

The party killed a juvenile Parrot-bear and absconded before the mother could take exception to that.

One party member was killed by falling rocks at the edge of the mesa.

Using rope the party fixed a precarious rope bridge up to the mesa top.

Cresting the mesa cliff one party member was set upon by Cliff-mites.

On the mesa top Parson Brown was encounter but did not seem to be himself. He was under the influence of Angel Spawn.
A party member got infected [Piers’ character] but was then pushed into the charnel pit by another party member.

Seeing nothing of value and no salvation the party decided to head for the distant smoke what appeared to be a steading (perhaps Johanestown)? With supplies already down to zero and dangers still to encounter on the way, it seems very unlikely that any of them made it.

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Session 3.1
Partial write up. March 2017.

Iain – The Paladin
Piers – The Bard
Binky – The Immolator

In Johanestown the party talk to the Map Maker.

[Binky’s character] is seeking [the Eternal Flame].

Juan the fisherman takes them across the bay to the desert.

They are attacked by orcs.

They find the entrance to a catacomb and decend.

[write up to be continued…]

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Session 3.2
Partial write up. March 2017

A few more adventurers appear, having pulled the wrong lever on a magical portal.
Aoife Isbjørn
Centurian Baldwin

A Raccoon-wolf skitters away.
The Orcs return and push a burning ball of hay into the catacomb, then seal the entrance.

Pushing into the catacomb a large chamber is found.

It contains a pit trap and tw ranks of skeleton soldiers, lead by a sergeant.

Having escaped the skeletal soldiers they pass through a doorway and managed to collapse it behind them. Unfortunately this uncovers a swarm of Fire Beetles, one of whom kills [Matt’s character] with its fire spit.

The party go into the next chamber which has a lower level filled with opaque gas. In the centre a raised dias exhibits a skeletal lord who directs his elite skeletal bodyguard to attack the intruders.

[Binky’s character] uses a captured Orc mask to reduce the effect of the gas.

The elite skeletal guard are defeated and the gas dissipates.

The party find the small chest of coins, the skeletal lord’s crown and the magical flame which always seems to blow towards the [Immaculate Flame] and provides some magical healing, but at a cost if overused.

The skeletal lord’s throne also appears to have a lever similar to the lever that some of the party pulled to arrive at this catacomb.

[To add treasure details]

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