Well the adventure continues, with a transfer to the Beta 2.2 rules.
I spent a good hour throwing questions at the players about their characters, the world and their place in it. Worked really well. I had a nice big hex page on the table and just slammed things down. For instance: Marlow, the thief, is an assistant to archaeology professor at the University in Pelgrim, a good two days riding from the Hall beneath the Hill. Marlow's official job is to study sites and artifacts as directed. Everyone agreed this was good fun.
I used mostly questions that noofy posted recently, but I put them in a session journal that I mocked up to record players answer's, monster stats and other notes. It's worked pretty well so far. If you're interested: find the third iteration here http://dl.dropbox.com/u/6681148/Dungeon%20World%20-%20session%20journal%20-%20version%203.pdf
I think the questions worked well.
Back in the idol room, the adventurer's examined the idol and were going to head up to the goblin nest to make good on the promise of gold they'd been made for killing the Lizardmen (they thought they'd cleared them all out), when big, dim Cassius walks in with a gigantic urn of clay. Rather long discussion occurs, with Cassius giving unknowingly giving away all sorts of info about Grundloch and the Idol. Things get heated, to the point where the goblins are laying bets on a match between Cassius and Hob, the fighter. Things are calmed down by wisdom of Hawthorn, the cleric, and Cassius slips off, seemingly convinced to only tell Grundloch about the the light in the pool, which blazed up during their conversation, but not about the adventurer's presence.
The adventurer's eventually decide to tail Cassius, by which time they've lost sight of him but guess he's gone past the illusionary menagerie. They get caught up stealing monster-illusion clay statues, arguing with the talking heads in the next room, and bickering about trinkets in the passage way to Grundloch's laboratory. I think Hawthorn raised a level solely on failed rolls, one of which found him mesmerised by the patterns of clay debris formed by the magical currents in the lab, rather than engaging with the rather suspicious figure hunched over one of the table.
They thoroughly searched this room, unlike most areas so far, and turning up the Infinite Folio amongst the rotting books and St Holmes Key, a magical spade from within Grundloch lab trunk.
Then a war trumpet sounded, a blast of air cracking magic burst and a line of almost 50 strong, but stiffly mesmerised, Lizardmen marched from the ice cavern through the lab and off. The adventurer's didn't follow but instead proceeded into the ice cavern, looting some treasure left by the open door and, in the encampent on a broad high ledge, found bundles of spears and arrows with the same mysterious sigil they'd found on other weapons earlier. When Hawthorn clambered down, he found his feet becoming rapidly encased in ice, whereupon the Ice Heave appeared and the Marlow and Hob burbling about what to do.
And we ended the session there.
One question, when Hawthorn saw the column of marching Lizardmen pass him, he Discerned Realities and spend his one hold on "Who's really in control here?" Now, I have him clear description of their rigid gait, glossy eyes, and strict marching formation, and even threw in that it looks like magical influence. But I wondered if this is playing enough with an open hand. Maybe I should have said something stronger like "You suspect Grundloch has activated the Idol and is using it's power to enchant the Lizardmen tribe." That's sounds more of a reward for a hit than what I actually gave. What do you think?
Another thing was dealing with what a "trap" was. The thief rolled 10+ trap expert on the zoo of monsters illusion. I gave him his answers as I figured finding traps involves percieving irregularities in the environment, essentially what's needed to discover this zoo is an illusion. I didn't however allow that he could disable the illusion with a tricks of the trade because he just doesn't have the magical knowledge. But I'm no 100% sure on that call.
Regarding my earlier question on a thief disabling magical traps, I found the Alexandrian's article Disarming Magical Traps http://thealexandrian.net/wordpress/12909/roleplaying-games/thought-of-the-day-disarming-magical-traps
. Exactly the stuff I was looking for. I ended up using this approached when they returned to the illusion room; they gleaned info from Cassius about Grundloch's approach of using clay models, so I said Marlow quickly found a small clay statuette behind each illusionary monster. They managed to safely collect the Griffon statuette and stuff it in a sack. They're probably hoping to pull it out to surprise someone or to hock it to some banker as a scary deterrent in the garden of their family estate.