I’m falling behind on these! This session took place on 23 January, and here it is the following Friday that I’m writing it up. But I find the review posts useful in organizing my thinking and, occasionally, for the players when they don’t take notes…
At the conclusion of the previous session, three of the adventurers found themselves in a bar that had not yet opened for the day, about to enter a hatch in the floor of the kitchen. But a fat old bartender surprised them, thinking they were about robbing the place!
The Bard, an attractive young redhead, charmed him and convinced him that they were not causing any trouble. The Thief and Fighter descended into the cellar and were surprised by what they found: large blood stains on the floor, old bedding, and—the corpse of a wererat.
As they moved into the next room, they found more corpses, this time of humans and a dog, plus a large blood stain with a broken chest in the center. When they investigated the chest, they found a sort of glass bottle inside with something swirling – gas? smoke? electricity?
Back upstairs, they threatened the bartender within an inch of his life before being convinced he had no idea what or who had carried out such a massacre. They took him back downstairs and forced him to look upon the evidence.
Then after a moment, the swirling came out of the bottle and formed into a large ooze made of blood in something like a humanoid-ish form. We called it a “blood golem”, but in truth, who knows what it was?
Blood Golem Solitary, Large, Magical, Terrifying, Amorphous
Engorged Fists (d10+2 damage) 27 HP 5 armor
Special Qualities: Sanguinary Flesh
Formed in foul alchemical rituals, Blood Golems can shift from a flowing liquid to a hardened solid as needed. They have a rudimentary intelligence sufficient to follow simple instructions from their summoner. Instinct: To absorb
- Engulf its enemies
- Flow past obstacles
- Harden into an armored scab
They found their weapons largely ineffective against it, and determined that defeating it required magic. The magic missile from the Bard, who had started to dabble in the mysteries of arcane wizardry, and a few well-placed shots from the Thief’s blunderbuss (technological wizardry, perhaps?) finally brought it down, even though they’d determined they needed to run before it killed them all.
When they’d triumphed, they found some memorable treasures, though! This included a bag of holding and a necromantic dagger based on a weapon I found on Reddit.
hand, +1 damage, 1 weight
Cut into the corpse of a creature recently slain by this weapon and roll +WIS. ✴On a 10+ the creature is resurrected as an ally for a few minutes. ✴On a 7-9 the creature is resurrected for a few minutes.
They also found a mysterious note on a scrap of paper with the words “Sister Artemisia” written in blood. This held no meaning for the three, but they surmised that perhaps the Paladin would know more about this name. The bartender still knew nothing, so they decided to focus their investigation on the proprietor, one Captain Miro.
Once they returned to the Paladin, all she knew was that the Sister held a high position within the Church of Saintly Blood, based in a nearby city of Chancel. They decided to use the sacred herbs and focus the divination on Captain Miro. After the Paladin performed a sanctuary ritual on the Bard’s room in the inn, they commenced to partake of the incense. In the vision, the Bard saw the Captain covering his eyes and taking money from something aberrant and otherworldly. The Paladin, although not part of the vision, prayed for a vision of what was evil, and so she saw the captain shrouded in twilight grey but not truly black, not like the horrible thing that paid him.
And on that ominous note, our session concluded.
I took notes about what the players suspected might lie behind these mysteries. In Dungeon World, the GM must ask questions and use the answers, and those questions can be implicit. The challenges they face and the monsters they confront are, in themselves, questions. I don’t mean to say that I don’t have a sense of the “truth,” but that nothing becomes reality until it occurs or is spoken in the game fiction. So perhaps what they tell themselves shall become true, or at least shall form part of the truth.