Originally posted to Google+ in December 2014:
I just wrapped up a Front now that my first game of Dungeon World has been played.
Last we left our protagonists, they were fleeing into the Spirit Wood on druid-elkback to escape the Kobold/Lizard-folk legion that had taken Fort Ironwood on the Orc/Halfling border.
The Scouring of the Spirit Wood
>Tanner, Thistle, Rose, Bardor, et al. – Halfling militia who fled the Fort, seeking refuge in the Spirit Wood, abandoning the PCs
>Felix, and five others – Halfling militia who stayed behind and were evacuated into the Wood by the PCs
>Grudge Cinderskin, Kobold holy warrior
>Stitchwing, Kobold blood wizard
>Siskis the Hooded, Lizard-folk lieutenant
>Lord High Lord of the Animals
>Various spirits & animals
>What is the one Great Forest animal that forbids the Druid from sharing in its power?
>Who will control the Spirit Tree when all is said and done?
>Will the Lord High Lord of the animals be punished for its treasonous acts? How?
>What will happen to the Halfling clan-counsel?
The Kobold Legion (Barbarians)
Impulse: To grow strong, drive their enemies before them
>Kobolds & Lizard-folk discover Halflings hiding in the Spirit Wood and take them prisoner at their camp
>Siskis the Hooded interrogates his Halfling prisoners to learn the details of the Grove of the Spirit Tree
>Siskis and his clutch-brothers enter the Grove at night to raze the Tree and steal away with its seeds
Lord High Lord of the Animals (Thieves Guild)
Impulse: To take by subterfuge
>The Lord’s animal servants lead the Kobolds to the secret Halfling trails that criss-cross the Wood.
>The Lord convinces the Halfling clan-council to seek refuge outside the capitol while the Kobolds are attacking
>Outside the capitol, the clan-council is ambushed; meanwhile, the Lord High Lord enters the Grove of the Spirit Tree to claim the woods as his own.
When you stand beneath the branches of the Spirit Tree, you may commune directly with the spirits. A successful Parley check with leverage or gifts allows one to Contact Spirits like the Level 1 Wizard’s spell but only for animals and plants of the Halflings’ home.
When you look into water gathered around the roots of the Spirit Tree, you may parley with leverage or gifts to be granted Visions Through Time like the Level 3 Wizard’s spell.
Grudge Cinderskin, holy warrior
Divine, Hoarder, Intelligent, Organized, Solitary, Small
Treasured Spear (d10+2 damage, close, reach, messy, 2 piercing)
And Servants we shall be
For thee, my Lord, for thee.
Power hath descended forth from Thy claw
Our teeth may swiftly kill at thy Call.
So we shall flow a river forth to Thee
And teeming with gold shall it ever be.
Special Quality: Dragon Connection, Blessed
Instinct: Steal and pillage priceless treasures, as a religious calling
>Sacrifice his kin for his holy mission
>Rally Kobolds beneath his banner
Siskis the Hooded, clutch lieutenant
Intelligent, Group, Organized, Stealthy, Terrifying
Pole and Hook (b[2d8]+4 damage, close, reach, forceful)
Lizard-folk clutches are a sight to behold; they’re the closest thing Lizard-folk have to a “party of heroes,” by all accounts. Perfectly in sync with one another — pheromones or something crazy like that, I guess. They’re always setting each other up to do big tricks and just when you think you’re in control THACO! you’re in trouble now.
Every once in a while though, I hear one of them clutch warriors gets a wild idea to strike out and try and make it solo. Go against the collective or such. I hear they don’t last long.
Special Quality: Amphibious, Officer, Strange and Garish Serpent’s Hood
Instinct: To win personal, individual glory
>Coordinate a perfect strike with its clutch
>Appear from the depths, in force
>Summon Lizard-folk subordinates, or its clutch