Hot DM's No Time for Heroes (Inactive)

Game Master Hotaru of the Society

Dungeon World set in Legend of Zelda


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Male Zora "Diplomat" (Priest) 1, 19/23 HP, 4 XP

"If that's the case, it could be useful as a magic detector. I wonder what reaction it would have to those red rocks the Sheikah described us." the Zora gazes outside the window of Shyrin's residence, at the mountain beyond. Shaking his head, he returns his attention to Anya.

"If you don't mind, Shyrin, I'm quite famished. Have you any smoked Ordon catfish?"


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Shyrin explains that she doesn't really keep much food in her home. What she does have is free, but it is a meager, bland meal. She doesn't really have a need for delicious food... but she -does- know that a lot of folks talk about how delicious the inn's food is, not that she'd know! It's also relatively cheap!

Now that Muse has stopped singing, the storm seems to be abating a bit. Most likely there will be a bit of sun in the near future, given how much water was pulled from the clouds.


Male Zora "Diplomat" (Priest) 1, 19/23 HP, 4 XP

Torilin, ever the diplomat, doesn't comment on how bland the food is. When they're finished, he wipes his mouth on a napkin and politely thanks Shyrin for the food. "We'll have to investigate the inn's food on our return trip from the mountain," he says, as they move out to the front porch of her home to enjoy the sunshine for the rest of the day.

His only plan for the remainder of the evening is to relax and enjoy himself in a new place. So far, this adventure feels like a vacation - he's sure that will change very soon, once they begin climbing that mountain.


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

As the storm wanes... So too does the compass. It finally reaches a point where the compass lazily points at water as it drips from the sky. Once it touches the ground, or any object, it seems no longer interested. It always points to the nearest drop. Finally, once the sky is clear, the compass lazily points towards the fairy as it hums and chirps and dances.


Female Human Oracle 1

Anya would likely be used to eating whatever was available so wouldn't be one to complain of free food, once the storm dies down she would prepare to set out again. "Ready to continue our death march?"


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Should we wait for the Sheikah before continuing?


Male Zora "Diplomat" (Priest) 1, 19/23 HP, 4 XP

She'll rejoin us when she can. Link could solo Hyrulian dungeons, I think Anya and I can handle Death Mountain by ourselves for the time being :)

And yes, I know those are famous last words to say to a DM...


Lvl 1 Dust Eater | HP 18/23 | AC 0 | D8 | Str -1, Dex +2, Con +1, Int 0, Wis +1, Cha 0 | xp 2/8 | hold 0

Back after a crazy week of setting up stuff for the next term. Chaos over for another 3 months, mostly. Thank you so much for NPCing Shyrin enough to keep the story moving!

Shyrin is uncomfortable sharing her home, and works hard not to show it. She's actually pleased with the company, but so unaccustomed to it that she has no idea what she's doing.

She also takes note of the magical property of the rain... it doesn't always seem so, but muse must have somehow caused the downpour. For whatever reason, the earth likely welcomes it.

Early the next morning, she leaves before the others awake to visit the graveyard and the spirits there. If they are to continue up into the mountains, perhaps those from beyond have some insight she could use.


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

I was afraid I'd lost another player!

As Shyrin attempts to sneak out, Muse, being the adventurous sprite that she is, decides to go with her! She's quiet for now, though!

Once back at the graveyard, you spot a peculiar sight on the opposite end from the entrance. Dampe has begun dragging a stone towards it, but has already given up this morning, which makes the gaping hole even more visible. One of the grave covers, for reasons only suggested by the scorch marks in the grass around it, has been exploded to bits... leaving the Royal Family's Tomb open. There always felt like there was something off about that grave... You can sense unquiet spirits from the entrance. What do you do?

Meanwhile, the two of you have awoken and Shyrin has apparently gone off to do some last minute errands. What do the two of you do?


Lvl 1 Dust Eater | HP 18/23 | AC 0 | D8 | Str -1, Dex +2, Con +1, Int 0, Wis +1, Cha 0 | xp 2/8 | hold 0

Shyrin looks to Muse for a moment, as if the sprite could provide some sort of clarity. She's not sure what she expected, but the motion was instinctual.

The moment probably deserves tact, or stealth, but Shyrin still assumes the best with Dampe. She rushes toward him, calling out to him with a whispered shout. "Dampe! What has happened? How can I help?"


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

"'at weird storm'at came last night. Winds, 'n rain, 'n thunder. Couldn't hardly tend to much. Then... boom! Lightnin' right out here. Shook the whole graveyard, methinks.. when the storm settled, the cover had been shattered... strangest thing. Sommat like that happened a few years back. Same grave and everythin'." he continues straining against the bulk of the thing as the faerie flutters around him interested, and starts to chirp slightly.


Lvl 1 Dust Eater | HP 18/23 | AC 0 | D8 | Str -1, Dex +2, Con +1, Int 0, Wis +1, Cha 0 | xp 2/8 | hold 0

Shyrin tries to calm Muse momentarily, while looking down at the charred passage to the Royal Family's Tomb. "Perhaps you should take a break Dampe. There's bigger things going on right now than we're aware of, and this might be part of it. Might I be able to examine it for a bit, perhaps go down there, before it gets sealed again? I assure you that I'll help you seal it once we have some more information."

Parley roll just in case. Feel free to modify or disregard.

Parley: 2d6 + 0 ⇒ (2, 4) + 0 = 6


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Feel free to mark XP

Giving Muse attention seems to be precisely the -wrong- thing to do to get her to calm down. As Shyrin draws attention to the hole, she zips off towards it, chirping and singing... before disappearing down into it.

"You probly should go get your friend.." he nods as Shyrin mentions going inside. "I can't seal it with her inside. Well... I can, but wouldn't be very nice."


Lvl 1 Dust Eater | HP 18/23 | AC 0 | D8 | Str -1, Dex +2, Con +1, Int 0, Wis +1, Cha 0 | xp 2/8 | hold 0

Shyrin shrieks slightly as Muse plunges down the hole. It seems like the tomb would demand a greater degree of reverence, but Muse would know best she supposes. "Thank you, Dampe." she says, exasperated as she too quickly descends. "And I know you're probably exhausted, but could you get the others staying at my home and tell them where I went? You're a good man, Dampe!"

The last words trail off into indiscernible echoes as she disappears beneath.


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

It's a six-foot drop directly into an empty pit... lined in stone with bars to climb back out. Directly ahead is an opening leading into the mountains. And an acrid stench... not the smell of the dead; that's there too, but something else lingering in the air. You can hear a moaning sound... and a light lilting noise, that sounds unremarkably like Muse, up ahead. It's basically pitch black inside, though... though you -can- see braziers lining the walls, they're ancient and haven't been lit in a very long time.

You also know that while Dampe is sturdy, he's also slow. Sending him on a trip into town would take forever... luckily, you live near the graveyard already, so he'll arrive shortly. What do you do?

======================

As you're awakening, and preparing to leave, a monster of a man with a hunchback pounds on the door, lacking entirely in manners, he points towards the graveyard, before wiping his face with his sleeve. "Shyrin said t' git ya to the graveyard... big hole. Can't miss it." What do you do?


Lvl 1 Dust Eater | HP 18/23 | AC 0 | D8 | Str -1, Dex +2, Con +1, Int 0, Wis +1, Cha 0 | xp 2/8 | hold 0

Shyrin's hand instinctively rests on the rapier at her side. The cold touch of it's pommel is calming, reassuring her that she has a semblance of control. She can't see anything in the dark however, nor does she have means of creating light... at least not without extended time and effort.

She slides the rapier from its hilt in her belt and tries to hold it up in any beam of light that might be descending from the hole above. Should there be such a beam, then she's trying to use the rounded guard to reflect any of it forward. Even a prick of light might expose some movement and keep her from being caught completely unaware.


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

While it's possible to deflect some light, this isn't going to be an Indiana Jones moment, sadly. The light is far too diffuse to have any real impact on the darkness, but you can tell that the darkness does have depth, rather than simply ending. You can tell that by the Fairy's chirping, echoing in the distant darkness.


Lvl 1 Dust Eater | HP 18/23 | AC 0 | D8 | Str -1, Dex +2, Con +1, Int 0, Wis +1, Cha 0 | xp 2/8 | hold 0

Did that moaning sound seem 'close', or about as far as Muse was? And does Muse emit any light, even a modest amount?


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

She does! But it's very minor. Far less than a torch. You could easily find her in the room... but you'd be subjecting yourself to whatever was moaning in there... and whatever the smell was, unless you had light of your own (or something to light the brazier with). The moaning is more distant, depending on the volume of Muse, maybe nearer, maybe further. But definitely distant.


Male Zora "Diplomat" (Priest) 1, 19/23 HP, 4 XP

I'm back from illness, going to try and get us back on top of this situation.

From his pack, Torilin produces the dead and dried body of a strange fish. It's perfectly preserved, and has a large belly, like a puffer, and a long appendage growing from its forehead. Holding it overhead with one hand, Torilin murmurs to himself an Invocation, calling upon Jabu-Jabu to light their way.

Going to attempt to cast an Invocation to make my angler fish glow like a torch, like they do to attract prey IRL.

Invocation: 2d6 + 2 ⇒ (3, 3) + 2 = 8

Invocation move:
Invocation
When you call out for your deity's aid in a time of need, choose a Blessing and roll +WIS. On a 10+, your deity will intervene on your behalf - the GM will tell you how. On a 7-9, your deity will grant your Blessing, but you will also need to choose a Requirement.
Blessing
• Your invocation manipulates the realm your deity Controls.
• Your invocation commands something your deity Represents.
• Your invocation bolsters your deity's Worshippers.
• Your invocation rebukes your deity's Enemies.
Requirement
• Your invocation is obvious and immediate, drawing attention to you.
• The intervention is subtle or takes a while to manifest.
• Your deity demands something in return. The GM will tell you what.
• The divine experience leaves you dizzy with euphoria (or terror). You take -1 ongoingto Invoke until you have time to pray quietly for a while.

It seems to imply that I can choose my drawback on 7-9 - so I choose that the invocation is subtle, casting less light than a torch normally would, but still better than nothing. Imagine the light of a lighter rather than a flashlight.


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

While Shyrin is continuing to deal with trying to figure out how to get light in the darkness... Torilin appears overhead, holding a fish as if it is the answer to everything! Nothing seems to happen, though, from down in the hole... but once Torilin descends, it becomes apparent that the forward-facing appendage of the anglerfish is glowing. It produces light as a torch, but only in a cone, rather than a circle... thus, the way forward will be lit. More like a flashlight than a lighter!

What do you do?


Male Zora "Diplomat" (Priest) 1, 19/23 HP, 4 XP

Torilin will guide the anglerfish this way and that, allowing the light's cone to spill over everything before them before proceeding. "Shyrin, is climbing around in mysterious, enormous, graveyard holes something your people traditionally do for fun?" he asks her, in a gently teasing tone.


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

As Torilin makes his joke, he hears another few lilting notes, that sound remarkably like laughter from Muse, followed by a thump and a groan from inside. The groan is only bordering on human.

The floors and walls are carved in bas-relief, primarily with the three-triangled symbol of the Royal Family, but etched with other things, on occassion of very limited interest. General a name, or an animal of some sort.

The darkness feels far too close for comfort once you start pressing in, making you feel claustrophobic.


Female Human Oracle 1

Anya really had no way to create light like Torilin but would draw her rapier as well in case the moaning creature was attracted to it, she would cast now to aid her allies in case something did attack them.[/ooc]

If it lasts until combat Anya will cast Arcane Arts to improve Torilin and shyrins next damage by 1d4

Arcane Arts: 2d6 + 2 ⇒ (5, 5) + 2 = 12
Arcane Arts: 2d6 + 2 ⇒ (2, 6) + 2 = 10


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

It does, and don't forget that you have +2 Armor against the first negative effect that happens!


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

As the group presses inward, you can easily follow the sound of Muse as she dances to and fro, and then spot her light within the room. You also become aware of a thin green goop that seems to be settled into cracks and crevices as you move deeper into the tomb. It becomes more and more prevalent, and then the walls splay out around you, opening into a room that the little faerie is dancing in... the moans seem to be coming from her direction, but her light alone doesn't illuminate what, or who, is making the sound. What do you do?


Lvl 1 Dust Eater | HP 18/23 | AC 0 | D8 | Str -1, Dex +2, Con +1, Int 0, Wis +1, Cha 0 | xp 2/8 | hold 0

Shyrin is delighted to see Torilin's face in the opening above, shortly followed by Anya. "Wonderful! Dampe must have gotten you, and just in time. There's some rather disconcerting noises coming from up ahead, and Muse is up there with them I believe, but I can't really see down here."

Following Torilin's jest... "In truth, I rather like the cool earth, and the caves that traverse it. But no (with a wink) this isn't a usual past time. I came here this morning to meditate, but found that this tomb had been blown open. I wanted to investigate, but before I could ask permission Muse dove in. I suppose that makes me a follower."

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

With her rapier held out before her, she slowly begins to approach Muse, but casts a glance over her shoulder to see if the others are following. "We'll need your light, Torilin, and I'll do my best to guard you from anything we find... provided you reveal it with enough time for me to react."

Defending Torilin if he approaches with the light.
Defend: 2d6 + 1 ⇒ (3, 1) + 1 = 5

Fantastic! Marking a second xp!


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

As Shyrin moves forward, she raises her rapier, and as she does so, an Indianna Jones moment occurs... she's looking over her shoulder, as the light shines on a dirty brown figure that must surely be a statue... Then it lunges with a moan, as the light hits your face.

Give me a Defy Danger (wisdom) Success means you're able to tumble out of the way, partial success means you take 1d4 damage and must succeed at pulling yourself free before you can make any other actions, as the sudden appearance, and dark visage dulls your reactions and pins you in place! Failure means that you're Paralyzed with Fear, taking one additional damage and ignoring armor as the creature crushes you 1d4+1 ignoring armor... and the creature must be shaken loose by an ally before you can get free! Each action taken before the creature is knocked loose deals the damage again! excluding a successful roll! Enough damage will free Shyrin... Or a DD: Strength.

You can still hear the moans near the floating faerie, even as the creature lunges at Shyrin! What do you do?


Lvl 1 Dust Eater | HP 18/23 | AC 0 | D8 | Str -1, Dex +2, Con +1, Int 0, Wis +1, Cha 0 | xp 2/8 | hold 0

Defy Danger: 2d6 + 1 ⇒ (1, 5) + 1 = 7
Damage: 1d4 ⇒ 4

Shyrin shrieks as the statue lunges at her. She's pinned to the ground and takes a vicious swipe from it before she can call out to the others. What is intended as a commanding yell, comes out in stunted breaths and stutters.

"Ge-get this... this... off me."

As it has her pinned, is this something she can roll out of, or must she overpower it?


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Any physical attribute would apply. Strength and dexterity are the most fitting for shaking or twisting your way free. :)

Shyrin has been throttled by something brown, twisted, and lumpy. The not-ideal lighting makes it difficult to distinguish just what it is. It moans as its prey breaks away after it fails to get a solid grip.


Lvl 1 Dust Eater | HP 18/23 | AC 0 | D8 | Str -1, Dex +2, Con +1, Int 0, Wis +1, Cha 0 | xp 2/8 | hold 0

Then Shyrin knows she's rather weak when it comes to brute force. But she's agile. She quickly tries to duck beneath the creatures lunging mouth and tumble free through the opening at its side. She claws at the ground for a quick escape, while pumping her legs to scramble free.

Defy Danger: 2d6 + 2 ⇒ (6, 4) + 2 = 12


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

As Shyrin twists and scrabbles to free herself from the grip of the creature, she manages to extricate herself completely, while making it look easy, despite her limbs having locked up only moments before!


Male Zora "Diplomat" (Priest) 1, 19/23 HP, 4 XP

Torilin gasps in surprise and immediately trains the light of his anglerfish lantern on her. "What's going on? What is that thing?" he cries, as the light reveals its details. Regardless of what it is, Torilin doesn't like it! As soon as he has a clear shot, he intones another Invocation to Jabu-Jabu, and this one's not near as benevolent!

This creature has shown itself to be an obvious enemy to Shyrin, an ally of the Zora people. Jabu-Jabu would not tolerate such impudence!

"LORD OF THE SEAS, I CALL UPON THEE TO REBUKE THIS CREATURE OF CLAY AND EARTH!"

Invocation: 2d6 + 2 ⇒ (5, 6) + 2 = 13

Such is his haste, that Torilin does not even have a specific effect in mind when he calls upon his lord. It was more of an instinctual cry, a plea to his deity to help his friend. It could manifest in any way that Jabu-Jabu wills.

Damage if applicable: 1d6 ⇒ 2
Extra damage + exposure to personal risk: 1d6 ⇒ 4


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Lord Jabbu Jabbu giveth... and Lord Jabbu Jabbu taketh away. Your cries do not go unanswered, despite the distance you are from the sea... no, for the sea thrums within us all!

Instead, give me 1d8, as Jabbu-Jabbu rebukes the now-apparent undead by filling the foul, mummified, soulless creature with seawater, which begins to pour from its very flesh.

In addition, the party takes +1 ongoing when dealing with hitting the creature, due to its bloated flesh.


Male Zora "Diplomat" (Priest) 1, 19/23 HP, 4 XP

Hell yeah, sploosh: 1d8 ⇒ 2

Torilin raises his voice to the heavens in exultation, clenching one fist to the sky as his prayers are answered in spectacular fashion!


Female Human Oracle 1

Since there was no risk of hitting Shyrin now that the creature had been removed Anya used her rapier to lunge at the monster.

To hit: 2d6 + 1 ⇒ (6, 6) + 1 = 13
Damage: 1d6 + 1 ⇒ (2) + 1 = 3
Sprout Lore: 2d6 + 0 ⇒ (1, 6) + 0 = 7 What is the creature and what weakness does it have


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Sorry for the massive delay in posts.

As Torilin invokes the power of his god, even in this dark place, his god answers. The creature floats almost immediately as the invocation completes. While it doesn't seem overly harmed, it's now waterlogged body is a much simpler target.

Anya, on the other hand, knows little about what you're up against, besides a tale. Redeads, which she is fairly certain this is, are the result of a living person being trapped inside of a cavern or the like without Sun... And inevitably becoming a desiccated corpse. There is a tale of an ancient hylian hero who cracked open the earth and was met by dozens. Looking upon their visage can paralyze you, and being caught in their embrace saps your life energy. They devour sunlight just as greedily as human life, and as a direct result are caught in a feeding frenzy when subjected to the light's rays. Unfortunately for the hero, the sun eventually set...

With this ancient story playing in her head, Anya lunges out to free her ally, even as she rolls free! The blade cuts open the corpse, piercing between the ribs and straight to the sternum. Seawater plunges out of the creature through the hole... And doesn't seem to slow.

Even as this creature isn't quite dead, it appears pinned on Anya's blade, making it an easy target (double sixes!). Unfortunately, the moaning up ahead turns into a shrill shriek. What do you do?


Male Zora "Diplomat" (Priest) 1, 19/23 HP, 4 XP

Invocation of Final Watery Death: 2d6 + 2 + 1 ⇒ (5, 2) + 2 + 1 = 10
Class Damage: 1d6 ⇒ 5

Seeing that the creature needs only to be finished off, Torilin invokes a more specific request of Lord Jabu-Jabu - to end this creature's miserable undead existence and give it the final peace of death. The water in the creature's body dessicates instantly, turning to salt, and crumbling the creature's body to dust.

That done, he turns his attention to the shrieking up ahead, turning his fish-light in that direction. What does he see?


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Anyone looking in the direction of the fish light as Torilin points it forward (good post on the destruction, by the way!) give me a defy danger: wisdom! I'll wait til the end of the day, or until you've all rolled, whichever comes first. :)


Male Zora "Diplomat" (Priest) 1, 19/23 HP, 4 XP

Give me a SAN roll...: 2d6 + 2 ⇒ (4, 1) + 2 = 7


Lvl 1 Dust Eater | HP 18/23 | AC 0 | D8 | Str -1, Dex +2, Con +1, Int 0, Wis +1, Cha 0 | xp 2/8 | hold 0

Shyrin rolls free and tries frantically to shake the fearful thoughts that cling at her mind. The creature seems even more frightening now that she's free of its grasp and able to dwell on all the possibilities of what might have happened had she not acted quickly.

She doesn't notice it fall, but with the sound of its demise and the shrieking up ahead, she looks up quickly from where she kneels composing herself to follow Torilin's light.

Defy Danger WIS: 2d6 + 1 ⇒ (5, 1) + 1 = 7


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

As Torilin and Shyrin look towards the sound of the moaning... they get a face full of redead! This one... thankfully for Shyrin, is significantly more interested in the tasty one with all of that brilliant energy to toss around! Once more, Strength or Dex to escape its attack... failure leads to worse things! Take 1d4, Torilin!

With the Redead focused on the Zora, what do you do, Shyrin and Anya?


Male Zora "Diplomat" (Priest) 1, 19/23 HP, 4 XP

"Aaah!" the Zora cries in alarm. Grappling here on land was such unpleasant business - so much easier to escape an attacker when you're in water, and can slip away in any direction you like!

Str and Dex are both -1...: 2d6 - 1 ⇒ (2, 5) - 1 = 6

Damage: 1d4 ⇒ 4

"Get off me, you foul things! AGH!" the priest cries out as he struggles, failing to escape their hungry grasp.

After a moment's struggling, during which his allies take their own actions...

"Jabu-Jabu! Aid me!" he cries. Divine Ward: I'm going to choose "an enemy is driven back," and I take +2 armor forward.

Divine Ward: 2d6 + 2 ⇒ (5, 6) + 2 = 13


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

It's actually a little worse than that! You take the 1d4, and then as you try to struggle free, the thing seems to drain the energy you're using in the struggle! Take an additional [ooc]1d4+1 and ignoring armor, as it Drains your Life Force! What's more, it seems more resilient now than the other had been!

If you want to wait for them to interact, I'll hold off til tonight (or them acting!) before I have the reaction to the ward occur!


Female Human Oracle 1

DD Wis: 2d6 - 1 ⇒ (3, 6) - 1 = 8

"Pry it off him, I'll keep him alive."

Anya tried to send her magic to Torilin to mend the damage caused by the attack.

Arcane Arts: 2d6 + 2 ⇒ (4, 3) + 2 = 9
Heal: 1d8 ⇒ 2


Lvl 1 Dust Eater | HP 18/23 | AC 0 | D8 | Str -1, Dex +2, Con +1, Int 0, Wis +1, Cha 0 | xp 2/8 | hold 0

Shyrin is hardly a creature of strength, having little to offer in ways of prying this creature free. Instead she lifts her rapier and drives it deep into the creature's flank, while yelling to garner its attention. We'll see how long it wishes to hang onto its current quarry when one as disruptive as she is demanding its attention.

Hack and Slash: 2d6 + 2 ⇒ (1, 6) + 2 = 9
potential damage: 1d8 ⇒ 5


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

The Redead is knocked free from Torilyn and retaliates with a savage blow! Take 1d4 damage! The resilience seems to have faded from the creature... and it's back to the way it began, with the wound Shyrin just dealt nearly sealing over.

Muse dances into the room along with Anya's song, dancing as she does so, and chirping in time with her magic.


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Directly after Shyrin is struck by the redead, a mass of seawater rushes out of Torilin's body, throwing whatever plans the redead had off, as it's washed away towards the side of the room.

Still need 1d4+1 from Torilin, and 1d4 from shyrin for damage taken :)


Male Zora "Diplomat" (Priest) 1, 19/23 HP, 4 XP

Ungh!: 1d4 + 1 ⇒ (1) + 1 = 2

Immediately as his life force is drained, Torilin feels the healing magic of Anya's music washing over him and healing his wounds. With a breathless "Thanks," and a relieved glance at her, Torilin makes sure she knows that he's thankful.

"Now..." the Zora says, turning to this...re-dead thing, his eyes narrowing with anger. "Die!...Again!" with a motion like hurling a water balloon, Torilin Invokes Jabu-Jabu's might once more, hoping to crush the creature's body with the pressure of the ocean depths.

Invocation of Crushing Force: 2d6 + 2 ⇒ (2, 5) + 2 = 9
Damage: 1d6 ⇒ 2

He feels the creature resisting the full force of his spell, and glances wild-eyed at his nearest companion. "Aid me! Call upon your gods to aid my spell!" That'd push it to a 10, making the spell a full success :)


Lvl 1 Dust Eater | HP 18/23 | AC 0 | D8 | Str -1, Dex +2, Con +1, Int 0, Wis +1, Cha 0 | xp 2/8 | hold 0

Damage: 1d4 ⇒ 1

Shyrin reels back from the gash she receives with a loud yelp. The wound burns furiously, even though it appears to have not dug too far beneath the surface. She's unsure whether she wants to dive at it a second time, especially as the initial slash she dealt is already healing back--when she hears Torilin's cry for assistance.

She turns quickly toward the Zora, who seems to be gathering forces for another watery blast. She can feel the moisture in the room pooling around him like a fog.

"What do I do?" she yells frantically, confused. She can't command waters as he can... but she knows spirits. And they all happen to be gathered in a tomb right now.

Closing her own eyes, Shyrin listens for the whispers around her, calling out as well to whatever spectres might be lingering. Support Torilin, she pleads, drive this grotesque from these halls.

It seems I haven't created any bonds yet! First impressions and all...

Aid Torilin: 2d6 + 0 ⇒ (6, 4) + 0 = 10

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