(Dungeon World) The Clockwork Castle

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"Aye, I'll come with ya to meet tha girl, Cappin," Dayne grunts, and then transforms into a large snowy owl. As he flaps his wings, papers and dust blow around the room, disturbing the other patrons. He lands on the Captain's shoulder, much to the man's surprise and dismay, and Dayne begins to turn his head this way and that, scanning for potential danger (or a field mouse to snack on).
 
@-Haunt

You're aware that the Alchemy pedler is something of a night owl, in part owing to his unsavory customers. Although other mundane items are going to be part of the main marketplace, you're always welcome at the Alchemist's... if you've the coin....

@All

Fast forwarding slightly, the Brecons is packed with a mix of retired miners, newbie Rangers and clerks. It's an eclectic mix of people, but the environment tends to veer on the 'well to do' at times.

The Captain glances at his pocket watch. Not much longer than 10 minutes after the meeting was scheduled, a girl trips in through the establishment's threshold with a bundle of papers. She kicks a dwarf by accident, profusely apologizing for her clumsiness, before worriedly heading towards the table you are all sat at.

The girl is healthy and hale, but gangly in both her introductions and her stature. "Captain, Captain, sorry for the delay." She breathlessly indicates. "I wanted to make sure your chosen escort were up to date on where we're going,"

Before the Captain even gets another word in, the girl launches into a surreal disjointed mix of introductions spruced up with tales and stories regarding her previous expeditions. "Did you know that..." and "Fascinating, isn't it?" are repeated to excess, and within 5 minutes the Captain looks bored to tears.

In her bluster she somewhat gets to the topic of the expedition itself.

"Look, in that dig site, there is a trove of hidden wonders. I'm talking technological marvels like metals with malleability and mystical qualities. Or weaponry that can penetrate the strongest of steel or enchanted materials. I think, although I'm not sure, the Orinthians even found a way to store captive animals in a self-contained environment unlike no other. If this is THE Emmeline Arc, THE Clockwork Castle of Legend, that means its the only one of its existence"

"If you all help me," She shakes, biting her lip with excitement. "W-well, you'll be rich and famous. And I'll have finally solidified my legacy, my life's work. What is myth will finally be fact!

It's a somewhat convincing sell from a certain point of view, although the grandeur of her claims, particularly the reference of her 'life's work' seems unusual given her age.

"Are you done?" Asks the Captain bluntly.

She recoils in embarrassment and anxiously runs fingers through her scalp. "Uh- yes."

"Good." He leans in to point at her. "Some requests. Don't get my Rangers killed. No matter how much money you've paid me, I don't suffer fools gladly. If any of them get killed due to your incompetence, belly-aching or suicidal curiosity, your name is mud in this city."

"Two. You are to listen to them when they get serious about stuff. Don't fuck around. Pioneers and farmhands have died plenty out there because they didn't listen to a Ranger's instructions. You got lucky with the Orrel foot scout that led you back, but not everyone will afford you the same luxury."

"Three." He motions to the bundle of papers on the table. "That's not packing light. If you think one of these guys will carry this nonsense around, you can be my guest, but it's probably going to be a no."

"Are we clear?" He finishes, putting a mug to his now dry lips.

She nods solemnly. She didn't look all that upset following that particular scolding.


The Captain looks at all of you and folds out a small map and points to a location South East of the Tribal States, near where the Heather begins.

"Once you get into the Orrel lands, there's an old mountain man who retired from the Rangers years ago; Johnny Boy. You can stop by his if you want, just tell him that the "Lieutenant" says hello. It might be good to get some good vittles in you before you cross into the Heather. Might even be able to stable your horses if they last that far."

The Captain gets up. "I think we're good. Boys and girls, take good care of yourself. I'll see you the other side of Spring."

----
Dana will be staying at the Brecons tonight. You can all lodge at the Ranger Hostel free of charge or in your own lodgings if you choose. Dana was looking to leave at Dawn, which would be quite dark as it is still the end of winter, and its not unusual for that to happen at this time of year so you can ensure the most light during your travel time.

If there's anything you guys wish to do otherwise, just let me know and we'll squeeze it in. Otherwise we'll jump ahead to the beginning of tommorow's travel and hopefully get something more interesting in for the whole group to participate in, rather than the social stuff.
 
Haunt drops in on an entrepreneurial alchemist he's dealt with before. Letting himself in the back door of the ramshackle shop, Haunt calls lightly, "Mac, you in? I've got some money I might not leave with."

A few minutes later, Haunt is on his merry way, and picks up a simple cudgel to use with his windfall.
 
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dia.jpg Diamanda thinks Dana is alright, if a little overeager, but it's impossible not to tease her by chiming in, "So you don't give any credence to the theory that there were two Clockwork Castles, captained by star-crossed lovers, and that their midair collision precipitated the Empire's downfall?"
She's spending the night at the Ranger Hostel, after paying a messenger to run around town with the sad news that any of Diamanda's music students or other engagements will have to wait until her return.
 
Ooook. I hope you all have plenty of raaatioooons!

Lets get a reminder of the regional map up:

continent-of-pollard-png.458298


Generally uncharted terrain is south of Ivorylight, which is a mixture of forest and dry plains-like hills. This area has a rather large infestation of spider or insect-like creatures, of dubious sentience, that tend to hunt farmers on the fringes during springtime.

Cartographers have explored the region directly south of the Clockwork Castle somewhat but haven't really been able to make head nor tail of the strangely coniferous forest. Experienced trackers could use a "Spout Lore" or "Discern Realities" check for that area referred to as Uula's Resting Place.

The forest north of Tirrah is known as Eidia Soirde, which in Elvish means "The pitted forest." This terrain is particularly dangerous to traverse due to the sheer drops present in the forest floor, that lead into a myriad of underground caves. Some particularly foolhardy rangers met an untimely end recently by simply not watching their step in the forest.

East of Eidia Soirde is The Waxing Plains. The Gran, one of the northernmost Orrel tribes, consider this area a very important spot for many tribal traditions, including The Running of the Bison. The Gran claim exclusive hunting rites in The Waxing Plains, that is to say, they have a way of marking successful hunts of Bison and other prey animals. If you are an outsider, it would be wise to gain permission first to hunt here or at least try to mimic their unique identifiers for hunting certain animals.

Then, of course you have Tirrah, a large mining post built upriver that can resupply individuals on their way through Orrel lands. Tirrah tends to be very paranoid of naturist types but have huge respect for the Rangers for their continued efforts in keeping the miners and farmers safe. The Captain has struggled however to get an Ranger establishment set up in the town, the Mayor is strangely bureaucratic about building permits within the location much to the Captain's chagrin.

The Orrel lands are made up of the three tribes. The Drago of the Stone Woods (West), the Gran of the Waxing Plains (North) and the Korx of the Heather (South-East). Each have their own customs, hunting grounds and laws of the land. The issue is that the tribal boundaries blur as the lands intersect in the middle, thus the regions laws and politics shift constantly from year to year. Generally, all the tribes are strongly against outsiders getting involved in tribal spats whilst in the Orrel lands, though some malcontents often manipulate travelers to their advantage.

Beyond that, is the Heather. Experienced trackers know that it is perilous for its rather tall shrub and odd, weather conditions due to its altitude. Rumors of dangerous animals that nest in the shrub are abound, but it is by far the quickest method to get to the Clockwork Castle's dig site.

That's the basics guys. Good luck!

The day of travel


It is 5:00am when you set off from Ivorylight. Diamanda has already had a suggestion for the direction you might take:

"To recap, we can head from Ivorylight to Johnny Boy's place (ca.800km?), leave our horses with him, travel through the Orrel lands on foot, either taking the direct, difficult route to the dig site, or go around by way of Marshank, where we might pick up additional supplies."

Marshank would be an excellent place to stop by for buying and selling; the region is divided enough to impose a demand on Lluric goods and trinkets. Marshank itself tends to have a very industrious culture and enthusiastically greet travellers from Lluric too. Though there is a grimace on Dana's face at the suggestion in the darkened morning sky.

owwnPtm.jpg

As the clouded sky brightens, the fallow fields and threadbare trees stretch out in front of you. The traveling conditions aren't bad, but as much of the roads are under-maintained in Lluric, you will find that the territory can be dangerous at times.

Travel in dungeon world

uapg.png
For travel for your horses, I've consulted this post on the cartographer's forums. I've converted the distances to kilometers below to make it a bit easier to match up with the hex map.

On Roads / trails
Level or rolling terrain: 65km
Hilly terrain: 49km
Mountainous terrain: 33km

Off-Road (or unkempt trails etc)
Level/rolling grasslands: 49km
Hilly grasslands: 40km
Level/rolling forest/thick scrub: 33km
Very hilly forest/thick scrub: 25km

Un-blazed Mountain passes: 17km
Marshland: 17km

Assumptions
An average quality horse, of a breed suitable for riding, conditioned for overland travel and in good condition.
Roads and trails are in good condition and up kept by whatever local authority deals with them.
Weather is good to fair, and travelers are riding for around ten hours a day.

Notes
Halve these distances for a horse pulling a cart or for a very heavily laden horse (e.g. a fully armoured knight who insists on wearing his armour all day rather than having it stowed on a second baggage horse as would be normal!).

Add half again for specially trained horses and riders who are prepared to push hard (rangers, scouts and messangers, etc...) though do bear in mind that horses cannot be pushed like this for more than a few days at a time. You can add a bit more again to this distance if the breed of horse is exceptionally suitable for this sort of thing, but I’d say 2 to 2.5 times the base is the absolute maximum without some sort of magical assistance!

Poor weather such as heavy rain or wind should reduce distances by about one quarter, and very poor conditions like heavy snow or gale force winds, etc.. should reduce distances by at least half if not more.

So here's the most important bit:
  • You need a trailblazer, a quartermaster and a scout for the travel. That's three members filling those roles.
  • You need to determine your finish point for one journey. If you like, you can designate the Clockwork Castle as the end point so you only have to do one roll, but you'll still have to do some effective ration management, hunt for new rations or make sure your path runs through cities or settlements. Be careful if you do this, you only get one roll, so if you roll bad, you're going to have bad results for the rest of the journey.
  • If the journey requires multiple times to camp, you need to use up the rations for the amount of times you camp.
  • You're starting in one of the hexes 1 East of Ivory-light.
  • The terrain in the Lluric county is level/rolling grassland. The weather is pretty ideal for the next couple of days.
  • Don't worry about feeding your horses extra. They'll have no ration cost to upkeep.
  • You can normally travel 10 hours before requiring to camp. Based on the above that would be half the distance of a hex. But your horses are a hardy breed, possibly the best you can get available to the rangers. AS WELL, you are all experienced rangers, so you can easily travel double the amount of those base distances above. So you can get a full hex worth of travel in a single day... If the person rolling as Trailblazer rolls at least a +7 or above! Remember, you're traveling with a scholar who is going to require a lot of babysitting to get going!
  • Some of you have some travel abilities (I believe the Druid does) so use them!
Use some other rolls too during this segments, Discern Realities etc. I'll be looking to do at least an encounter or two per journey, so we'll have that opportunity to fight.

If you have any questions, just ask me in the general chat.
 
Some answers for clarity.

Johnny boy is actually two hexes east of that settlement. That icon represents the Drago tribe settlement. He's basically a mountain man who lives alone in a small shack on the edge of the Heather

Waxing plains is excellent territory for horses to cross, slightly swifter than the stuff you're on now

Dana went through Tirrah, skirted the North edge of Stone Woods and went from the Drago tribe to the Korx, cutting through the Heather.

She literally had no idea what route she took back. She basically wandered the Tribal States, made a lucky trade for a guide and was taken back on horseback to Tirrah. That's why the Captain was giving her stick for it, because she very nearly died.

She hasn't said much about Marshank at all.

The routes you've annotated are valid. The stop before the Stone Woods is a small mining community located near some mines called Vim.

The blue route will absolutely allow you a chance to cross by Johnny Boy. Whereas the Red route will take you nearby the Gran and Marshank The only issue is that the territory near Marshank where you've placed a red route, that area isn't very heavily traversed by the Rangers. That area is arable land that Marshank has used but what state it is in at the moment is unknown unless you go digging for the info.
 
@Diamanda, regarding your Spout Lore roll

There's myriad stories involving the Marshank coast. With a particularly aged scout at the gates of Ivorylight, you ply him for stories and provoke him into wistful storytelling.

"Oh. The Marshank stretch we called it. Years ago I marched with The Stoic Legion along there . The dwarves and elves, oh they love their band music. A marching song or a shanty, oh the songs they would sing."

Not terribly relevant to the area around Marshank but maybe you can make use of it.
 
@-haunt

What should I be on the lookout for?

You know that the trip isn't going to be too tough. But the traders of the Orrel lands peddle some interesting artifacts from time to time. Or so the rumour goes...

Who's really in control here?

Why you are! When are you ever caught flat footed? But the goofy behaviour of the archaeologist is concerning... If her curiosity gets the better of her, that could threaten the groups control if she isn't prompted enough...
 
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