A Stitch in Time Saves Everyone - a Dungeon World Campaign (Inactive)

Game Master Dalton the Thirsty


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Our world is winding down. The Gods, they say, have turned their backs on us, dismissing us as a failed experiment. There's a new natural disaster every month, somewhere. Entire societies and cultures, stripped of almost all their creature comforts, have turned on one another in endless wars, both abroad and within their own borders. Magic, long the servant of all intelligent races, has bucked its collar in some regions and run amok. The resulting maelstrom of unstable energies left behind broad swaths of land that are completely uninhabitable by everyone except oozes and similar monsters.

A cadre of 25 wizards, clerics, and druids have put aside their differences in order to save the planet they all share. By putting their heads and resources together, they have managed to create a self-contained, orbital space platform that can only be accessed through a series of magical way-gates in various protected locations. This group of spellcasters have named themselves Gaia's Hand, and have dedicated years to the pursuit of returning your troubled world to the peace and prosperity it once enjoyed, independently of all world governments and powers.

You are Agents of Gaia, recruited by Gaia's Hand for...field work. Altogether, you have been working as Agents for a little over a month.

You weren't recruited by accident or through a posting on a cork-board somewhere. No, your talents were known and recognized specifically by the Hand. Name one or more contacts within Gaia's Hand that you have past history with, and whom recruited you to the task. It can be a druid, wizard, or a cleric, but it's a powerful and experienced spellcaster regardless.

As Agents, you have been traveling for the past month to gather strange devices whose purposes are unknown to you. They include:

4 small metal tubes (0 weight) that almost resemble strange flutes without valves, only with the mouthpiece in the center of the rod and a button on the opposite end of the mouthpiece. Pressing the button allows you to breathe clean air through the mouthpiece.

4 cloaks (0 weight) fabled by the northern elves to never allow the wearer to grow cold.

And one Immovable Rod.

Immovable Rod; 0 weight:

A funny metal rod with a button on it. Press the button and the rod just sticks. It freezes in place—in midair, standing up or lying down. It can’t be moved. Pull it, push it, try as hard as you like, the rod stays. Maybe it can be destroyed, maybe it can’t. Push the button again and it’s free—take it along with you. Might be useful to have such a stubborn thing along.

Your struggles were significant, yet they pale before your next task. Grimly, the Hand has informed you that your final destination for your quest is atop Mount Haujobb, the Sacred Peak of the World. The monks who normally inhabit the monastery halfway up the mountain have been driven out or worse by unknown enemies, and it's one of the only ways to the peak.

The Hand has informed you that your quest has the best hope for success of any other avenue for restoring the world, but that you must travel into the past to do it. Mount Haujobb is where you must go to accomplish this. As you climb the sacred mountain you feel that there is great majesty and power to this place. If you ever look behind you as you climb, you see a vast jungle behind you - Haujobb is the highest and most regal of a long range of mountains that form a natural fence between the Darkened Jungles and the desert beyond.

On your journey up the slopes of the mountain, you have seen bodies of men wearing monks' robes lying broken and bloodied alongside the goat trail leading up. The bodies appear to have been severely disrespected and mistreated, with ragged smiles carved into their faces with dull-looking blades. The bodies also appear to have fallen a great distance, despite the lack of any trees or tall cliffs nearby. They appear to have been dead several days, and some have been partially eaten by local scavengers.

Continuing on your trek, your party has approached the conquered Haujobb Monastery. When you see the enormous structure it nearly takes your breath away - two tall, benevolent-looking statues of a men bearing simple staves flank an enormous door in the front of the monastery.

Focusing your gaze to the door itself, you see several monks standing around outside, apparently on sentry duty. Their movements are listless, and they look tired - but stranger still, they are bearing weapons. Heavy clubs, wicked-looking axes, and even bows are in the hands of the five monks you see standing guard. This is so strange because this sect of monks are peaceful, known far and wide as pacifists.

What do you do?


Human Thief 5 XP: 5| HP: 15/15. | Armor: 1 Golden root x2; Acidic Fire bombs x10; mutant armor potion x1 | Str: 9 (+0) Dex: 18 (+3) Con: 9 (+0) Int: 16 (+2) Wis: 12 (+0) Cha: 13 (+1) | [Current Effects:]

On the way up the mountain, Olivius keeps his eye open for anything valuable that might not have been looted from the monk's corpses. The fact that there are corpses to loot puts him on alert. It's hard to imagine walking up a path of the dead as a good omen.
Discern Reality: 2d6 ⇒ (5, 5) = 10
- What here is useful or valuable to me?
- What should I be on the lookout for?
- What here is not as it appears to be?


Nothing is on the monk's body - in fact, his robe pockets have been turned inside out.

What is here that is not as it appears: Although the wounds on the monks' faces appear to be cut with dulled knives at first, you notice small parallel cuts along their faces that seem to fit the shape of a foot of some kind. You realize that the smiles cut into the faces of the monks were not made with a knife, but with talons.

You note the obvious impact damage that the body has sustained - blood spatter around the body, universal blunt force trauma along the victim's back. You also note that there aren't any tall cliffs or trees to fall off at this point of the mountain.

Talon wounds, stolen valuables, and evidence of being dropped from a great height all point to one thing -

What should you be on the lookout for?

Harpies. Probably a whole flock.


Human Thief 5 XP: 5| HP: 15/15. | Armor: 1 Golden root x2; Acidic Fire bombs x10; mutant armor potion x1 | Str: 9 (+0) Dex: 18 (+3) Con: 9 (+0) Int: 16 (+2) Wis: 12 (+0) Cha: 13 (+1) | [Current Effects:]

Olivius quickly shares his anaylasis with the group before they arrive

At the temple, Olivius's nerves are all on edge. Every detail is scanned and analyzed, almost as if he's casing the joint. Except he isn't; he's noting escape routes.

discern reality again: 2d6 ⇒ (5, 4) = 9
What here is useful of valuable to me (as an escape route).


As Olivius leans out, carefully scanning the area around the main entrance to the monastery, he sees a small goat path that leads up the slope of the mountain to your right. It doesn't look like it's heading up the mountain, per se - more so around the mountain's face to your right. He has no idea where it leads.


Elf Cleric Lvl 3 XP 3 Armor 0 HP 14/18

Dambreth frowns as he listens to the thief'a words...Harpies...he racks his brain as he tries to remember anything useful about dealing with Harpies

Spout Lore: 2d6 ⇒ (1, 5) = 6


Gain 1 XP! Congrats, first XP of the game, lol

You have never encountered a harpy personally. You heard they were quite comely and attractive.


Fighter 3 | HP 19/26 | Armor 2 | XP 7

Good idea Dambreth.

Upon hearing that flying beasts were responsible for the dreary business they saw about them on their journey, Hawke would pull his sinister looking great axe from his back while wracking his mind for any using information on fighting enemies capable of flight.

Spout Lore: 2d6 ⇒ (6, 6) = 12

Of course, this is where I roll a natural 12.


Hawke, you know from personal experience (the details of which are up to you, but involve alcohol in some way) that harpies are cruel, ugly, cowardly wretches that love mimicking the highfalutin ways of uppercrust human women. As such, they are like magpies when it comes to jewelry and shiny objects of all kinds, loving to drape them over their bodies in a parody of fashion.

They tend to organize themselves in small flocks of no more than 20 hens, underneath one absolute monarch, known as the Queen Harpy, and chosen for her strength and unyielding will. You've also heard rumors that the harpies have responded positively to the outbreak of unleashed magic in recent years, and developed new unprecedented powers of mind control. As a result, they've been acting aggressively on a whole new level in recent years, spreading far and wide and harassing far larger settlements than ever before.

They are a species utterly convinced of their own superiority, making them susceptible to certain applications of battlefield psychology. They favor fly-by attacks with their talons, and will group around a single target to harass them all at once in combat, in the manner of smaller avians.


Fighter 3 | HP 19/26 | Armor 2 | XP 7

As Hawke gives his greataxe a few swings to loosen his arms as he recalls a wild night from his past. "I remember hearing about these beasts some time back from a fellow caravan guard some time back. We all knew that the man had something that he kept close to his chest, but that he had drunk too much and spoke of his encounter with these beasts called harpies. Only he managed to get away from them as they swooped down upon a caravan he was helping escort through a mountainous region. He spoke of their mocking tongues, as if they were being accosted by noble women, especially one in particular, while being swept up into the air before being left to suffer the consequences of the drop that soon followed. Upon his return, he came to find that they had stripped both the caravan and it's men of any object that held a sheen to it's service."

After taking a moment to draw in another breath of fresh air and place his greataxe comfortably over his shoulder, he continued on to say, "It was only after his tale that a traveling scholar shared with us that these flying b#*@#es had started to show unusual powers as a result of the flux in magic over the past few years."

-------------------------------------------------------------------------

Upon reaching the temple and the monk's that guard it, Hawke continues forward without a moment's hesitation. "We're hear on important business, I suggest you move so as not to hinder our mission to help the world." As he moves forward, he makes no move to lift his greataxe from his shoulder, but he will bring it to bare if the monk's show any sign of hostility.

Would this be an appropriate place to make a Parlay move?


You can try if you think you have leverage over them. But if the leverage doesn't exist the move won't work - i.e. if they aren't feeling threatened by you sufficiently enough, they won't listen to you, no matter what the roll is. It's really more of a post-combat interrogation kind of move - "tell me where the rest of your men are and I won't kill you," kind of thing.

The monks' eyes have strange flecks of color in their irises, every one. When you approach, bold as brass, the monk nearest to you clenches his fists around his steel knuckles and swings at you! What do you do?


Fighter 3 | HP 19/26 | Armor 2 | XP 7

Hawke will move to bring his greataxe's steel shaft to bare in a way that will block the incoming steel knuckles.

Defy Danger with Dex: 2d6 + 1 ⇒ (4, 3) + 1 = 8


Elf Cleric Lvl 3 XP 3 Armor 0 HP 14/18

The fool, he just told us that the Harpies have new, unusual powers and now we come across monks famous for being pacifists, carrying weapons and he just walks up to them...nature teaches us to be patient, observe and then move...of course, the elephants teach us that you have to work together to protect the group.

Dambreth smoothly draws an arrow and fits it to his bow string and draws back. He holds the arrow in position waiting for a moment to see what the other monks do. Scram begins to slowly stalk towards the monks, waiting to spring until he senses Dambreth being ready to act.


Human Thief 5 XP: 5| HP: 15/15. | Armor: 1 Golden root x2; Acidic Fire bombs x10; mutant armor potion x1 | Str: 9 (+0) Dex: 18 (+3) Con: 9 (+0) Int: 16 (+2) Wis: 12 (+0) Cha: 13 (+1) | [Current Effects:]

This was going south already? They weren't even in the building yet!
Regardless, a treammate was in trouble. He'd need Hawke to fulfill his contract with the Hand, or at least survive long enough to disappear.

Olivius darts to the aid of his ally. He circles around the side of the agressing monk opposite the big cougar and gives the monk something more to worry about than one bold ranger. A gleaming throwing knife appears in his palm and he sends it tumbling at the monk.

Volley: Throwing knife: 2d6 + 3 ⇒ (5, 1) + 3 = 9
- Take what I can get
Damage: 1d8 - 1d6 ⇒ (8) - (6) = 2


Male Elf Barbarian 2 HP: 20/20 XP: 2

Si-Yi had assumed that the armed monks were just trying to protect the monastery from harpies, and is rather surprised by their sudden attack on Hawke. He recovers from the shock soon enough, however, and raises his two-handed sword high before closing in and swinging the sharpened steel agains the monks assaulting the fighter.

Hack and Slash!: 2d6 + 2 ⇒ (6, 5) + 2 = 13
Damage!: 1d10 ⇒ 8


Elf Cleric Lvl 3 XP 3 Armor 0 HP 14/18

Seeing the thief and the barbarian take aggressive action, Dambreth gives a sigh then let's out a sharp whistle which immediately triggers Scram to charge at at one of the unengaged monks. As the big cat reaches the monk, Dambreth releases an arrow at the same target.

Volley: 2d6 + 3 ⇒ (2, 1) + 3 = 6

Not sure to do, if anything, about Scram's attack?


When your pet aids you in an action, add its relevant stat to your roll. In this case, add its Ferocity to your damage roll.


Partial success on Hawke: you don't take damage from the monk's steel knuckles. However, the nimble man is able to grasp your axe-haft and tumble between your legs by swinging his body weight on your weapon. You have a -1 forward on your next hack and slash roll toward this monk, who is now behind you.

Olivius grasps a knife between two fingers and flips it at the monk who is eluding Hawke. It mostly only cuts through clothes, but it does nick his flesh as it whistles past.

-Posted with Wayfinder


The distracting knife is enough for Si-yi to line up a wicked slash with his greatsword. The weapon SLAMS into the dodging little man, knocking his bloodied body several feet in the air and off to the side when it makes impact. The monk is unconscious or dead - won't be participating in this fight anymore.

The ranger's arrow goes wide as Scram joins the fight, growling.

The remaining 4 monks make no notice of their fallen comrade, merely gripping their weapons as they attack you.

Olivius and Si-yi, the 2 crossbow monks are firing at you, the air is filling up with crossbow bolts, what do you do?

Meanwhile, two of the remaining monks rush Hawke, swinging at him with a temple sword and a club respectively and setting up a flanking position. Dembrath, Sinathel and Hawke, what do you do about it?

-Posted with Wayfinder


Elf Cleric Lvl 3 XP 3 Armor 0 HP 14/18

Dambreth takes aim at one of the crossbowmen which Scram moves to attack. He lets loose another arrow and watches it fly true to strike his target.

Volley: 2d6 + 3 ⇒ (4, 6) + 3 = 13

Damage: 1d8 + 2 ⇒ (2) + 2 = 4


Fighter 3 | HP 19/26 | Armor 2 | XP 7

The monk's nimble maneuvers distract Hawke for a moment preventing him from reacting before Dambreth and Scram have their way with another monk.

Finally gaining a bit of composure, Hawke will shout.

"Enough. If you want a fight, I am more than willing to give it to you, but as I mentioned before, we don't have time for this and from the looks of things on our way up here, you don't have the men to spare on trying to fight us. So I suggest you tend to fallen comrade and let us through as we mean no harm!"

Parlay: 2d6 - 1 ⇒ (6, 1) - 1 = 6

I think this suits Hawke's behavior for the time being and that's kind of what I expected.


Forgot to mention that you mark another XP for missing your first shot, Dembrath, bringing your XP total to 2.

Dembrath and Scram are of one mind. The elf ranger's arrow flies high over the battlefield and Scram, on the ground, races toward its target. They strike the monk together, leaving him staggering back from the cat's assault and bloodied.

Hawke, mark an XP and take

dice:
2d8 ⇒ (3, 6) = 9
6 damage from the two monks' attacks. (for dungeon world, if you're attacked by multiple opponents, I roll damage for all of them and take the highest die roll, rather than rolling multiple chances to hit and hitting you with whatever landed). Giving Sinathel and Si-Yi a chance to act/react. :)


Elf Cleric Lvl 3 XP 3 Armor 0 HP 14/18

Oops, just realized I was adding 3 to my volley roll instead of 2...it hasn't mattered on the first two rolls anyhow (should have been 5 and 12 for the rolls)


Human Thief 5 XP: 5| HP: 15/15. | Armor: 1 Golden root x2; Acidic Fire bombs x10; mutant armor potion x1 | Str: 9 (+0) Dex: 18 (+3) Con: 9 (+0) Int: 16 (+2) Wis: 12 (+0) Cha: 13 (+1) | [Current Effects:]

Two more balanced daggers appear in Olivius's hands, but he is forced to dodge and roll to avoid the ranged fire. He carries the momentum of his roll through and pops to his feet just as he releases another dagger at one of the monks flanking Hawke.

Is doing two moves at once allowed? If no, only take the avoid and do the volley later.
Avoid danger: 2d6 + 2 ⇒ (1, 1) + 2 = 4
volley: 2d6 + 2 ⇒ (1, 4) + 2 = 7
Get the shot, placed in danger (persumably by that abysmal Avoid roll)
damage: 1d8 ⇒ 5


As I explain in the Discussion thread, pretending your Defy Danger roll didn't happen because it wasn't needed in this case.

Just as Olivius leaves his tight duck and roll and hurls his daggers, one of the monks narrows his eyes down the sights of the crossbow and fires, impacting him in his shoulder. His padded armor blocks the bolthead from piercing his skin, but the impact does damage regardless. The bolt's stuck in your armor until you drag it out.

dice:
1d8 ⇒ 4
Take 4 damage, Olivius, 1 piercing. Even as you are struck, your knife whistles through the air and slams into the monk's unprotected chest. He staggers back, yanking it out of him with a pained curse and pressing his arm against the wound to stop the bleeding.

Their bolts fired at their targets, the single monk not occupied by Scram struggles to reload his weapon to fire at Olivius and Si-Yi again. You have mere moments before he can fire his crossbow at you again - what do you do?


Human Thief 5 XP: 5| HP: 15/15. | Armor: 1 Golden root x2; Acidic Fire bombs x10; mutant armor potion x1 | Str: 9 (+0) Dex: 18 (+3) Con: 9 (+0) Int: 16 (+2) Wis: 12 (+0) Cha: 13 (+1) | [Current Effects:]

Olivius flips his last dagger into his throwing hand and smiles as whistles out of his fingers.
volley: 2d6 + 2 ⇒ (1, 1) + 2 = 4
Oh sweet mercy...


Mark an XP! lol Your dagger misses completely, and you narrowly avoid striking Si-Yi!


Female Elf Druid 3 | XP: 7 | HP: 19/19 | Armor: 1 | Str: +1 Dex:+0 Con: +1 Int: +0 Wis: +3 Cha: -1

"I doubt they are of their right minds. The harpies now have strange powers. Likely the ones they killed failed to fall under this effect. I do not like this." Sinathel frowns as she moves towards the two attacking Hawke. She stabs with her spear at one of them.

Hack and Slash: 2d6 + 2 ⇒ (6, 5) + 2 = 13
Damage: 1d6 ⇒ 6


The monk already wounded by Olivius' dagger is flanking Hawke and preparing to swing again at him, but switches targets to try and attack Sinathel as she approaches. Curiously, his face is slack - devoid of expression or emotion.

Fortunately, Sinathel is able to nimbly dodge under the monk's temple sword slash and stab him in the chest. The force of her surprisingly strong elven limbs is enough to knock the monk backwards, and he struggles to rise again. He's out for the count for now - all that remain are one monk threatening Hawke, one monk struggling against Scram and a third who is trying to reload his crossbow.

The monk wielding a large club swings his arms back again and strikes at Hawke! Hawke, Sinathel, Dembrath - what do you do?

Meanwhile, the monk fighting Scram draws a hidden dagger and slashes at the feline! Scram's in trouble!


Male Elf Barbarian 2 HP: 20/20 XP: 2

I'm pretty sure that I still need to roll Defy Danger, but correct me if I'm wrong.

Defy Danger (Dex): 2d6 + 1 ⇒ (1, 1) + 1 = 3

Si-Yi gracefully leaps through the air in an arcobatic evading maneuvre. Too bad that he only does it after the bolt has struck him into the shoulder. Painfully. Feeling rather annoyed by this, he charges the lone monk reloading his crossbow, determined to avoid getting hit by another bolt.

Hack and Slash: 2d6 + 2 ⇒ (3, 1) + 2 = 6 Level 10, here we come! :D


Elf Cleric Lvl 3 XP 3 Armor 0 HP 14/18

Volley: 2d6 + 2 ⇒ (1, 4) + 2 = 7

Dambreth seeing his friend in trouble runs forward towards the monk, shooting another arrow as he closes, willing to place himself in danger to protect the big cat.

Damage: 1d8 + 2 ⇒ (4) + 2 = 6


Dambreth, as you do your damage, choose one of these three options for your partial success:

Volley choices:
+You have to move to get the shot placing you in danger as described by the GM

+You have to take what you can get: -1d6 damage

+You have to take several shots, reducing your ammo by one

Si-yi takes a crossbow bolt to the shoulder from the second crossbowmonk, just before Scram tackles him. Si-yi charges crossbow monk #1, but the monk is able to throw sand in his eyes! You miss, and take a -1 forward on all actions that require eyesight (like attacking). And don't forget the XP. :)


Male Elf Barbarian 2 HP: 20/20 XP: 2

Don't I take any damage from the bolt?


Yes! 1d8 ⇒ 7 <--that much, piercing 1! Apologies.


Elf Cleric Lvl 3 XP 3 Armor 0 HP 14/18

Dambreth let's out a frustrated grunt as his arrow hits slightly off center of his target of the heart of the monk.

Dam. Red: 1d6 ⇒ 2


Female Elf Druid 3 | XP: 7 | HP: 19/19 | Armor: 1 | Str: +1 Dex:+0 Con: +1 Int: +0 Wis: +3 Cha: -1

Sinathel made mental note of the signs she saw in the monk she had downed as she shifts her attention. Moving quick, she stabs at the other monk attacking Hawke.

Hack and Slash: 2d6 + 2 ⇒ (2, 4) + 2 = 8
Damage: 1d6 ⇒ 2


Fighter 3 | HP 19/26 | Armor 2 | XP 7

Instead of simply trying to evade the monk's attack, Hawke lashes out with his great axe in hopes of either dropping his foe before their attack could land or at least knocking them off balance...

Attack: 2d6 + 2 ⇒ (6, 6) + 2 = 14 The monk I had the -1 against went down, correct?
Damage: 1d10 + 1 ⇒ (8) + 1 = 9


Sinathel, you succeed in stabbing your spear into the monk's stomach. He staggers backward, and just as he's about to retaliate, you hear the screeching of a birdlike creature from deep within the monastery. The call is loud and grating, and changes pitch once as you listen to it. The monk hears it too, for his attention wavers from his assailants to the monastery behind.

The monk yanks your spear out of your grasp as he disengages from combat. Turning away from all of you, the monk concentrates a moment, then leaps over 15 feet up in the air! He lands on a walkway of stone that leads out of the monastery's upper levels and into the back of the statue's head next to the monastery door. He clutches your spear even still as he rushes inside the monastery and slams the upper walkway door shut!

The only assailants left standing are the two crossbow-wielders. One of them backs away from Si-yi and fires again, while the other monk heaves Scram off of him, throwing him right at Dambreth's face. What do you do?


Human Thief 5 XP: 5| HP: 15/15. | Armor: 1 Golden root x2; Acidic Fire bombs x10; mutant armor potion x1 | Str: 9 (+0) Dex: 18 (+3) Con: 9 (+0) Int: 16 (+2) Wis: 12 (+0) Cha: 13 (+1) | [Current Effects:]

Olivius rubs at his sore shoulder and half run/ half stumbles over to one of his thrown knives. He scoops it up and slings it side hand at the monk that just rid himself of a kitty cat.
volley: 2d6 + 2 ⇒ (3, 4) + 2 = 9
-Move to get the shot. Take risk
damage: 1d8 ⇒ 5


Fighter 3 | HP 19/26 | Armor 2 | XP 7

Am I allowed to strike out at one of the remaining monk's with that attack then? I kind of get the feeling I posted that while you were in the process of writing up your response.


That's exactly what happened, Hawke, and that's exactly what I was going to suggest. You clobber the one that Si-yi just missed - he might say that he "set you up for that", hehe.

Hawke's vicious-looking battleaxe smashes into the monk's face and completely ruins it, knocking the monk out cold and leaving him with a facial wound that will scar pretty badly, if the monk survives his injuries. Nearby, Olivius flicks his throwing knife in an almost casual gesture and takes out the last remaining monk. However, the knife strikes a tiny spot on the monk's chest where he wears a metal pendant of some kind. It still does the job of putting the monk down, but that knife is now dulled and will deal -1 damage forward until you can set aside time to sharpen it properly.

You've finished off all of the monk sentries - but you can hear faint shouting coming from the upper walkway entrance, high above your heads and behind the statue on the right of the main door. What do you do?


Fighter 3 | HP 19/26 | Armor 2 | XP 7

After taking a moment to refasten his great axe to his back, Hawke will proceed to pat down the monk's for anything of interest.

Discern Realities: 2d6 ⇒ (4, 2) = 6

Well if he can find them, he would like to take the steel knuckles off the monk that attempted to punch him earlier.


Discern Realities is really more for bigger picture scenarios, not just checking people's pockets. You don't really need to make a check for that - just go through their pockets.

From the SRD re: Discern Realities:
To discern realities you must closely observe your target. That usually means interacting with it or watching someone else do the same. You can’t just stick your head in the doorway and discern realities about a room. You’re not merely scanning for clues—you have to look under and around things, tap the walls, and check for weird dust patterns on the bookshelves. That sort of thing.

Discerning realities isn’t just about noticing a detail, it’s about figuring out the bigger picture. The GM always describes what the player characters experience honestly, so during a fight the GM will say that the kobold mage stays at the other end of the hall. Discerning realities could reveal the reason behind that: the kobold’s motions reveal that he’s actually pulling energy from the room behind him, he can’t come any closer.

So really use it for when you want to ask those specific questions of me, the DM.

You retrieve the steel knuckles, as well as the monks' weapons, but they're carrying nothing of value on them. The pendant around one of the monks' neck looks like it has slots for gemstones, but they appear to have been pried out or knocked loose.


Human Thief 5 XP: 5| HP: 15/15. | Armor: 1 Golden root x2; Acidic Fire bombs x10; mutant armor potion x1 | Str: 9 (+0) Dex: 18 (+3) Con: 9 (+0) Int: 16 (+2) Wis: 12 (+0) Cha: 13 (+1) | [Current Effects:]

Discern Reality: 2d6 ⇒ (4, 6) = 10
-What here may be of use for climbing that wall. My adventuring gear?


Absolutely - if you use 1 use of your adventuring gear, you can retrieve mundane items, including a grappling hook and rope.


Fighter 3 | HP 19/26 | Armor 2 | XP 7

So would it make more sense to use that roll to try and discern why the gems might have been pried from the pendant?


Female Elf Druid 3 | XP: 7 | HP: 19/19 | Armor: 1 | Str: +1 Dex:+0 Con: +1 Int: +0 Wis: +3 Cha: -1

Sinathel, now minus a spear decides to take a better listen on that shouting. "I shall go scout." Before she shifts into a Horned Owl.

Shapeshifter: 2d6 + 3 ⇒ (4, 2) + 3 = 9

Great hearing, great eyesight in both darkness and not, near silent flight, and this particular one has a good size so I can defend myself ^^ Going to wait to find out my move(s) before I post more of her flying up to scout.


Human Thief 5 XP: 5| HP: 15/15. | Armor: 1 Golden root x2; Acidic Fire bombs x10; mutant armor potion x1 | Str: 9 (+0) Dex: 18 (+3) Con: 9 (+0) Int: 16 (+2) Wis: 12 (+0) Cha: 13 (+1) | [Current Effects:]

Olivius quickly snatches up his knives and examines the damaged one. Thankfully, there was no serious damage.
He trots up to the wall and starts rummaging around his person. Within a minute he has a rope and grappling hook ready. Because what self-respecting thief would be without a grappling hook?
He quickly and quietly scales the wall, doing his best to not alert the occupants, then ties the rope off and signals for others to follow, if they wish.

Discern Reality: 2d6 ⇒ (6, 1) = 7
- What is not as it seems?
Trap Expert: 2d6 + 2 ⇒ (1, 4) + 2 = 7
- Is there a Trap? If so, how to disable?


Yes, Hawke, that would be more like it. However, you're unable to discern why the pendant is unadorned. Earn 1 XP.

Okay Sinathel, you hold 2 when you shapeshift into Owl form. For the benefit of all of us, describe what shapeshifting looks like in your interpretation. It's up to you to decide - it's different for nearly every druid.

Your "animal moves" are -

Owl Moves:
Flyby Attack - Roll +Dex. Move from a distance away from your target to a distance opposite your target, slashing at them along the way and dealing your class damage. On a distracted or unsuspecting target you may deal an additional +1d6 damage.

Lift into the Air - Roll +Str. On a 10+, all 3. On a 7-9, choose 2:
You're able to lift whatever you're carrying high up.
You're able to carry whatever you're holding a good distance away.
You do no damage to whatever you're gripping with your talons.

Olivius, you reach the top of the statue with little difficulty by scaling the statue up the rope. You nearly slip when you reach the walkway...it's lined with bird droppings covering nearly every surface. Other than that nastiness, no traps. Nothing here appears to be something it is not - you see a door, a walkway, nice stonework, looks like a nice and serene place to visit if you weren't someone like you.


Fighter 3 | HP 19/26 | Armor 2 | XP 7

Unable to make any sound conclusion of why this monk's particular amulet seemes to be void of the gem's that were clearly once set in it, Hawke follows Olivius up the rope.

Does the path just lead up to the door or does it lead around the place like the goat path?

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