This may be confusing...try to bear with me...
I play homebrewed rules, but stick to the DW setting. My group was two experienced (though new to DW) players, and a couple of total novices (who, to their credit, really got into it and came up with great characters). The characters were (for the purpose of simplicity, we shall say) a Mystic, two Barbarians and a Knight.
The campaign started with a hacked-up version of Shadow on the Mist as an intro. They failed to find evidence of Sir Beorn's treachery; and panicked when they met him on the road and got into a fight - killing him and his men. They fled north.
After a number of adventures (fights with goblins and spiders in haunted forests, trying to recover the body of a Christian man taken by faeries, a tense cat-and-mouse chase with the unquiet dead in a ruined castle), they were employed by a corrupt Abbot to reclaim a magic cauldron from an old hermit (actually a sorcerer). The abbot sent one of his monks to accompany them (The monk was a magical construct - a gholem). Some good played allowed them to work out he was not all he seemed (they asked him to say funeral mass for a man killed by bandits and he muddled the words, plus a few other tidbits). Finally, they decided to jump him just as they reached the sorcerer's home. They lost hard. Thankfully, the sorcerer bailed them out - befuddling the gholem and allowing them all to escape.
The sorcerer told them that they would need to find a weapon with the power to touch creatures from beyond. I rarely give out magic weapons - the ones I do give are storied things with their own identities and secrets. After consulting a loopy wise woman (and some stuff happening that's too complicated to explain here) I gave them the choice to go to Cornumbria to try to find faerie ore and a smith to forge it into a worthy blade; or to go to Ereworn chasing Ysingdur, the mythical blade of the vanished High King. They elected to go to Ereworn.
The Ereworn campaign was based very loosely on Elven Crystals. Ereworn was in a simmering state of civil war. Wild tribesmen from the Pagan Mountains ("orcs" haha!) stalked the roads and besieged smaller keeps. A few of the noble families loyal to the old king clung to their castles in the south, as Duke Darian's black riders spread terror elsewhere.
I repurposed "A Goblin Grim" - the main point of the story to get them to encounter the spectre of the murdered Queen and swear to be the agents of her revenge.
They got dragged into the Ereworn civil war on the side of the old nobles; including the aloof but charismatic Baron Gudrun, cousin to the murdered High King who dreamed of deposing Darian.
After my players got overexcited by a bit that was supposed to be a very minor pit-stop, they retook a minor fortress by stealth (a clever bit of team play - distractions, diversions and a couple of improbable Stealth rolls), and managed to get one of the chiefs from the Pagan Mountains to the parley table, where Gudrun promised him lands for his help in marching on Darian.
While Darian's black riders were being mustered to halt Gudrun's advance; the characters snuck into Darian's castle. After dispatching a few minor horrors, they encountered Darian and a swarm of hellrots, who nearly TPK'd them (two of them unconcious on -2HP), until one of the Barbarians managed to pull off a big crit and cleaved Darian's skull.
Through all this, they managed to track down the crystals, finding the last one in Darian's room. Through the campaign, I had slowly fed them the legend of Barael, the First High King of Ereworn, who had rescued the Faerie King Elvarond from a mighty giant. As thanks, Elvarond granted magical protection to Ereworn and Barael's line "As broether is troe to broether"; and the great blade Ysingdur. They were sure that Darian's murder of his brother the king and the subsequent fall of Ereworn was due to the loss of this magical protection. They worked out that the crystals were a gate to Elvarond's castle.
However - when they worked out how to use the gate, they found a faerie castle of lunacy, filled with crazed fae enacting some kind of cod-parody of the Court of Ongus. Elvarond sat at the middle of this on a great golden throne. What sense they could get out of him revealed that Barael hadn't been the mighty tribal chieftain who saved Elvarond, he'd been a bandit who'd caught him sleeping, stolen his sword and menaced him with it till Elvarond weaved some semi-magical woo-woo to make this gullible rube go away. Ereworn had never been under any kind of magical protection, and Ysingdur wasn't a particularly special blade; but Barael had with an uncanny nose for opportunity and was very good at building his own legend. He'd managed to gather together a mass of disaffected tribes into a kingdom.
Sort of stumped by this news, the characters elected to go back to Gudrun and lie outrageously. They entered his court with great pomp - saying that Elvarond hadn't forgotten his promise, and that he had remade the wards of Ereworn, so long as Gudrun would stand as High King. There was some grumbling from the other nobles, but there was obviously strange magics at play - and one shouldn't trifle with such things.
It all ended happily - the characters made Baronets of Ereworn and granted lands.
At this point, I moved cities, and missed the chance to see how that played out. It was a pretty fun campaign though.
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