Plume's Monstrous Revenge Mission

Game Master Plume


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Hey all, this is the gameplay thread. We'll be taking care of a few character questions/bonds in the Discussion thread first, then we'll jump over to here.


male werespider hp 14/19 | AC1 | 1d10 | S -1 | D 2 | C 0 | I 1 | W 1 | CH 0

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Male Lizardfolk Druid 3 | HP 18/18 | XP 4/12 | AC 1 | Dmg d6 | Str 15(+1) Dex 13(+1) Con 12(-) Int 9(-) Wis 18 (+3) Cha 8 (-1)

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The Laogo Minotaur tribal lands in the Endless Marshes was on fire.

From three dozen different fires across the spread-out tribal home of the Minotaur, and lately the Lizardfolk, black smoke poured out into the air. Livelihoods and tribespeople alike were burned all the same, scorched with lightning magics or ignited by the fearsome magics of their Holy Beast, aka Salamander.

They drove your defenses to rout with the suddenness of their attack, the five raiders striking your camp at the crack of dawn. All of the effort that the Laogo Tribe put into creating an impenetrable defense was for naught.

It was not for lack of trying! Bloodblister, the fiercest Minotaur warrior in the Laogo Tribe, rallied the other defenders and led a counterattack, with support from you players that were present, and some of the stronger and braver Lizardfolk defenders.

You had engaged the Five and seemed to be holding your own; your superior numbers briefly stymied their reckless charge through your labryinth's walls. However, Bloodblister's reckless charge, while courageous, was precisely what the Five were expecting.

The Five wield powerful artifacts and magics from far-flung corners of the earth, and they consumed one of their precious artifacts fully to create a detonation of force that sent all of you flying.

By chance, you players survived, though you will be starting the game at 3/4 HP due to the shockwave that struck you.

After that, it was a lost battle. The Five's two front-line bruisers cleaned up the other survivors, overlooking you players due to how far away the explosion knocked you. By the time you've come to, the Five have made off with almost all of your tribal treasures, and have escaped.

That was about an hour ago. You players have had enough time to recover from the blast, find each other, and determine that the adventurers are gone. Wek, you've found a scant few survivors that I leave to you to describe.

We begin the game in the ruins of the former Chieftain's strong house. Half of it is just...gone. Torn clean off the other half and tossed aside - you didn't see how. The players are standing near to where the treasures were cached, and you've just determined that the Five have completely looted you aside from the Mask of Arnold Blackhorns.

Mask of Arnold Blackhorns:
Resembling a standard theater mask with a smiling mouth painted on. Blessed by the gods of war, the mask has magical powers. When put on, the mask opens a link to the gods of war, and they will look down upon the wearer and expect to be entertained. If they are pleased the wearer's actions will be magnified, if not he will fail in the most humiliating way and are forever banned from wearing the mask again.

It's mid-morning. There is smoke and fire from the burning village all around you, but the Chief's strong house where you all are is not on fire. Stybar has just unearthed the Mask of Arnold Blackhorns. What do you do?

(Whew! Sorry to be so long, they won't all be so wordy! I just wanted to set the scene as best I could. Forgive me if I'm a bit rusty at first, haven't DMed in a few years.)


Minotaur Immolator 2/ Cleric2 | HP 14/17 |Armor:0 | XP:1 | Str:8(-1) Dex:11(+0) Con:13(+1) Int:9(0) Wis:16(+2) Cha: 17(+2)
spells:
rote:Light, Sanctify, Guidance | 1st: Cure light wounds, Bless, Speak with Dead | Currently:

Shattertooth spits on the ground and snorts like the bull he isn't. The resonence in his metal mask gives his voice a larger feel than usual and a hollow timbre.
This is a black day. A day of morning. What about the priesthood, Wek? Did any of the senior priests survive that infernal Salamander?


male werespider hp 14/19 | AC1 | 1d10 | S -1 | D 2 | C 0 | I 1 | W 1 | CH 0

Ozmus sits on a particularly sturdy table, twirling a throwing knife.

Bastards. Nicked my cash, most of my equipment, all my shit, and they trashed the place. He tosses a knife, and sticks it into the wall, still muttering Didn't hear anything about murderhobos blowing into town, gonna need to have words with my informant.

So He says, speaking louder now What're we gonna do now?


Male Lizardfolk Druid 3 | HP 18/18 | XP 4/12 | AC 1 | Dmg d6 | Str 15(+1) Dex 13(+1) Con 12(-) Int 9(-) Wis 18 (+3) Cha 8 (-1)

"The eggs...and brooders...we saved most of them," says Wek, rasping as he emerges from a sooty canal. There are coagulating cuts on his snout and shoulders.

"Huul and Kah-sso live yet, although Huul will not walk again. The others...they need the cleansing fire of burial after we mourn. Shattertooth, will you do us this honor?"

Wek is literally crestfallen. "The Ksiih will survive...barely. We will retreat to the outer mangroves, for now. My regrets to the minotaurs, but we will have to abandon the fields for a season."

You notice that he now wears the jewelry of a more senior druid--rounded ancient bones of turtle and chunks of smoothed coral and boles of sea carved wood. It is a grim promotion.


Male Minotaur Barbarian lvl 1

Willam Bighorn stands among the wreckage, his armor and clothing singed, his skin burnt, nostrils flaring, snorting angrily. He stomps, frustrated by his inability to do anything against the power of the Five.

We kill them. We get all the weapons and armor and gold we can, however we can, we get all the powerful shit we can get, and we kill them until they're dead and then rip apart their bodies and bury each part separately


Minotaur Immolator 2/ Cleric2 | HP 14/17 |Armor:0 | XP:1 | Str:8(-1) Dex:11(+0) Con:13(+1) Int:9(0) Wis:16(+2) Cha: 17(+2)
spells:
rote:Light, Sanctify, Guidance | 1st: Cure light wounds, Bless, Speak with Dead | Currently:

No, Bighorn. We do not risk burial. If they are buried they may be found again. We kill them if we must, capture them if we can, offer them to the Flame, then devour their flesh. In this way they may not be brought back.
'Uek, I will gladly provide the flame for your fallen. Ours that cannot be eaten will be given to the Flame as well. Then we do as Bighorn suggests. We gather strength. And rain Vengeance.
His voice ends quietly, but not meekly. Like far distant thunder or a deep cave-in far away his voice rumbles with danger and a promise of violence.


Male Minotaur Barbarian lvl 1

Willam snorts in Shattertooth's direction, puffs up his chest and towers over the little minotaur priest.

Burnt or bashed or torn into pieces, dead is dead. I'll kill them my way, you kill them yours. So long as it ends in their death, I don't care


Minotaur Immolator 2/ Cleric2 | HP 14/17 |Armor:0 | XP:1 | Str:8(-1) Dex:11(+0) Con:13(+1) Int:9(0) Wis:16(+2) Cha: 17(+2)
spells:
rote:Light, Sanctify, Guidance | 1st: Cure light wounds, Bless, Speak with Dead | Currently:

Shattertooth stands as tall as he can (which isn't saying much compared to Willam) and nods. Now was not the time to debate loyalty to the Flame. Now was a time for a rallying cry.
Then lets get to it.


male werespider hp 14/19 | AC1 | 1d10 | S -1 | D 2 | C 0 | I 1 | W 1 | CH 0

Much as it pains me to say it, Shattertooth is right, Willie. Adventurers are like less pleasant cockroaches. come back from almost anything, so we want them deader than dead, and chopped up and burnt to ash isn't a bad way to do that. Ozmus gets off the table, and goes to the retrieve his knife, and starts carving a target into the wall.

But... well, how many 'taurs did they kill today? we just go after them, we lose, in the final kinda way. So, we're gonna need some firepower -metaphorical, Shattertooth-. And we'll need to find the whoresons.His target finished, he goes back to the table. Anyone happen to catch what settlement they came from?


Male Lizardfolk Druid 3 | HP 18/18 | XP 4/12 | AC 1 | Dmg d6 | Str 15(+1) Dex 13(+1) Con 12(-) Int 9(-) Wis 18 (+3) Cha 8 (-1)

"It would be better if we could slay their families," says 'Uek, clicking his tongue. He turns his battered snout to face Ozmus. "Ozmusss. What do you suggest? The better armaments are taken, as are our artifacts. We do have the element of surprise. They will be complacent. I have heard that adventurers often go to bask by a fire, in a....'tavern'." The lizardfolk actually raises his crest slightly, thoughtful.


Friendly recommendation that everyone follow Shattertooth and Ozmus' lead when it comes to profiles; notice how they have their current HP and AC listed in the "Race" window? That's helpful information for me to refer to as a DM when I'm writing my posts!

It's only about 10:30 in the morning, but the smoke rising from the burning village has occluded the sky with its blackness, making it as dark as twilight around you. In addition to the smell of smoke, there is also ozone on the breeze, the lingering aftereffect of the lightning magics that burned the oxygen in the air itself.

Shattertooth, the tribe's religious lore speaks of a time when fire would "consume all". It's been interpreted in different ways through the generations, but looking around you, it sure feels applicable. Assuming you survivors are living the prophecy now (a big assumption, but everything in prophecy is about assumptions), what do the stories say is supposed to happen next?


Minotaur Immolator 2/ Cleric2 | HP 14/17 |Armor:0 | XP:1 | Str:8(-1) Dex:11(+0) Con:13(+1) Int:9(0) Wis:16(+2) Cha: 17(+2)
spells:
rote:Light, Sanctify, Guidance | 1st: Cure light wounds, Bless, Speak with Dead | Currently:

Shattertooth shakes his head. Even if we caught them asleep we could not defeat them. This will be a slow burning revenge. We must find new sources of power. We must grow to match their abilities with our own.


Minotaur Immolator 2/ Cleric2 | HP 14/17 |Armor:0 | XP:1 | Str:8(-1) Dex:11(+0) Con:13(+1) Int:9(0) Wis:16(+2) Cha: 17(+2)
spells:
rote:Light, Sanctify, Guidance | 1st: Cure light wounds, Bless, Speak with Dead | Currently:
The Universe wrote:
Shattertooth, the tribe's religious lore speaks of a time when fire would "consume all". It's been interpreted in different ways through the generations, but looking around you, it sure feels applicable. Assuming you survivors are living the prophecy now (a big assumption, but everything in prophecy is about assumptions), what do the stories say is supposed to happen next?

Shattertooth's memory is suddenly sparked.

This matches exactly the prophesy of Packlord Kamaiin of the Wanderings. It is said that when fire and smoke consume all things and the sun grows dark at mid-day, then shall the Clan be shattered and true mettle of the people be revealed.
There has been much speculations on that word, "People", as the old word is better translated as "Living-Ones". Now I think I know why.
Anyway, the prophecy says that we shall travel to High Heaven, to the Depths of the Seas, to the Birthplace of the East Wind, to the Door of Sunset, to the Top of the World, and to the Roots of Creation, and only after all these places are tamed shall we be whole again.


Shattertooth wrote:

Now I think I know why.

Anyway, the prophecy says that we shall travel to High Heaven, to the Depths of the Seas, to the Birthplace of the East Wind, to the Door of Sunset, to the Top of the World, and to the Roots of Creation, and only after all these places are tamed shall we be whole again.

Good stuff, but I admit I laughed when I read this. THIS CAMPAIGN IS BUILT TO LAST! IN IT FOR THE LONG HAUL, BABY! YEAH!


Male Minotaur thief | Lvl 2 | XP 3 | HP: 11/19 | Armour 1 | Damage 1d8 | Str 0| Dex +2 | Con +1 | Int +2| Wis 0 | Cha -1 | Ammo 5 | Dungeon Rations: 4 | Adventuring gear 8/10

Sorry to check in late. I think I am in a different time zone than you guys. It is 09.15 AM here right now. In the future please just play along as you did here. Stybar will tag along and we will write off failure to respond as social awkwardness :)

Stybar waited until everybody had spoken as standard etiquette demands. Everybody! Do not worry. I found the manuals for 'Vengeful Raiding party fueled by prophecy' - I did the paperwork already. We are good to go he looks around with a smile, expecting his comrades to be exited too. They are not. Only thing is. Standard protocol demands that we appoint the oldest minotaur as pack leader and that he shall carry the Mask of Arnold Blackhorns' He picks up the mask and hands it to Shattertoth, just now realizing that he is already wearing a mask . I do not remember reading anything about conflicting mask issues in the manual Stybar drops the mask without noticing and goes standing at the wall, right in front of the target carved by Ozmus. He reads through his papers and searches his mind for information about the right thing to do next.

Plume, do you tell us when to roll as intended in DW, or do we kinda just roll in the end of a post if we find it meaningful, to speed it up ?


For simplicity, if you feel that the action your character performed in your post requires a roll, go ahead and add the roll to your post. If I determine that your post didn't require a roll after all, for example, I can just ignore it.


male werespider hp 14/19 | AC1 | 1d10 | S -1 | D 2 | C 0 | I 1 | W 1 | CH 0

Prophecy? I friggin' hate oracles. Ozmus says We aren't in any shape to "conquer" anything, or tame them. Do like Wek's idea, though. murder their families, burn their villages to the ground, knick all their shit, and jump em on the road.

we don't wanna mess around with Taverns. full of adventurers, we'd be outnumbered 4-1, and the bartender is inevitably some kinda kung-fu master. If we jump em, we do it on the road. assuming e can catch up to them. they have horses? did anybody see? Deprived of target practice, Ozmus starts butchering a nearby dead lizard (normal lizard, not lizard-folk).

As for the mask, if I might suggest Willie? He's right entertaining, fights like a minotaur real well.


Male Orc Were-Fox Mechanic | Lvl 1 | XP 1 | HP: 15/19 | Armour 2 (In suit) | Damage 1d8 | STR 0 | DEX 1 | CON 1 | INT 2 | WIS -1 | CHA 0
Stybar Halfhorns wrote:
Stybar waited until everybody had spoken as standard etiquette demands.

You sure about that?

Arathoth is seething as everyone talks, occupying his hand by tinkering with the FerroFox. "Adventurers! Blasted adventurers! Could have had them with the V8, but they destroyed those plans AND the pieces for the V7! And noooow, we're stuck debating masks, prophecy and protocol! AGH! Wish we could just KILL THEM!"

He slams a panel closed, and stands up. "I didn't smell horses, but that might have just been because everything was burning. Nevermind that though! We can't just attack them, we can't hit the taverns, but I'm preeetty sure Ozmus here just said he had an informant!" Arathoth grins wildly at the were-spider. "Soooo...what are the odds your buddy knows who those bastards are? Where they come from, what they care about, how to make them hurt?"


Male Minotaur thief | Lvl 2 | XP 3 | HP: 11/19 | Armour 1 | Damage 1d8 | Str 0| Dex +2 | Con +1 | Int +2| Wis 0 | Cha -1 | Ammo 5 | Dungeon Rations: 4 | Adventuring gear 8/10

Stybar continues searching through his manuals and accumulated knowledge to dig up anything useful that he might know about nearby human towns an taverns.

Intelligence: 2d6 + 2 ⇒ (6, 2) + 2 = 10


Male Lizardfolk Druid 3 | HP 18/18 | XP 4/12 | AC 1 | Dmg d6 | Str 15(+1) Dex 13(+1) Con 12(-) Int 9(-) Wis 18 (+3) Cha 8 (-1)

'Uek inhales deeply, the lizardfolk equivalent to a sigh--a sign he is ready to dive deep, holding air in his secondary lungs. "Shattertooth," he says quietly. "Which place should we go to first?"


Male Lizardfolk Druid 3 | HP 18/18 | XP 4/12 | AC 1 | Dmg d6 | Str 15(+1) Dex 13(+1) Con 12(-) Int 9(-) Wis 18 (+3) Cha 8 (-1)

'Uek ponders his own question, looking at the wreckage of the village, and considering Shattertooth's words.

Discern Realities: 2d6 + 2 ⇒ (4, 1) + 2 = 7

What should I be on the lookout for?


Minotaur Immolator 2/ Cleric2 | HP 14/17 |Armor:0 | XP:1 | Str:8(-1) Dex:11(+0) Con:13(+1) Int:9(0) Wis:16(+2) Cha: 17(+2)
spells:
rote:Light, Sanctify, Guidance | 1st: Cure light wounds, Bless, Speak with Dead | Currently:

spout lore on the locations listed above: 2d6 + 1 ⇒ (4, 3) + 1 = 8


No need for Intelligence checks. Knowledge of the local area is something I'm prepared to allow as useful knowledge that enterprising individuals such as yourselves would already have.

'Uek, you know that campfires in the Endless Marshes are discouraged for passing travelers, because they attract the attention of a silent enemy that is blind but for heat signatures. Describe this threat!

Shattertooth, these locations are known to you as part of the tribe's noble traditions. After all, a violent race such as the Minotaurs is often known to go out on raids.

Name the town of Sun-lovers nearest to the Endless Marshes, a regional backwater with little pride to its name save for its dangerous proximity to Minotaur territory.

Stybar, you know that the area of the world that you are in has relatively few Sunlover races. This is a remote area of the world, to peoples such as elves and humans. For Minotaur and Lizardfolk, of course, it is home.

As such, there is greater "flexibility" for anonymous contacts with secretive peoples in the nearby town. It is known that certain trickier lizardfolk have gone into the town itself in the past, incognito, and met with unscrupulous sunlover thieves to arrange deals.

Due to the close proximity of "monstrous" races, adventurers are often drawn here. Most are pathetic, easily dispatched by traps, mazes, or Minotaur warriors. This latest attack was different; these adventurers had plainly been a great deal more experienced.


Minotaur Immolator 2/ Cleric2 | HP 14/17 |Armor:0 | XP:1 | Str:8(-1) Dex:11(+0) Con:13(+1) Int:9(0) Wis:16(+2) Cha: 17(+2)
spells:
rote:Light, Sanctify, Guidance | 1st: Cure light wounds, Bless, Speak with Dead | Currently:

The nearest sunlover down is Floyd. It's more of an outpost, really, but the general store and local blacksmith make it not quite qualify.


Male Minotaur thief | Lvl 2 | XP 3 | HP: 11/19 | Armour 1 | Damage 1d8 | Str 0| Dex +2 | Con +1 | Int +2| Wis 0 | Cha -1 | Ammo 5 | Dungeon Rations: 4 | Adventuring gear 8/10

Stybar looks up from his papers. I say we go to Floyd, lurk around for a bit, see what we can find out. When there is no more information to be gained, we put it to the torch and salt the lands, as is custom He picks up the Mask again and hands it to Willam. Now entertain us, big boy


male werespider hp 14/19 | AC1 | 1d10 | S -1 | D 2 | C 0 | I 1 | W 1 | CH 0

Well, fun as skulking in a town with a group of 7-foot, horned humanoids sounds... What do you say Weka nd I pose as a ranger, and try to get information out of the tonwsfolk. you guys wait near the edge of the town, and if we give a signal, or don' return after a set amount of time, you guys start torching, and get us out of there.

He turns to Wek Assuming you don't mind playing an animal companion, just for long enough for us to get a heading? Id like backup in the town.

Sorry guys, I know I'm already the guy who is suggesting a plan wholly centred on them, and I promise this won't be a habit.


Minotaur Immolator 2/ Cleric2 | HP 14/17 |Armor:0 | XP:1 | Str:8(-1) Dex:11(+0) Con:13(+1) Int:9(0) Wis:16(+2) Cha: 17(+2)
spells:
rote:Light, Sanctify, Guidance | 1st: Cure light wounds, Bless, Speak with Dead | Currently:

How about this, I need to tend to some things here. Some shrines in the temple are best not left desecrated. I and whoever else has business here will be about four hours behind you. When I reach the settlement I make no promises as to what will happen. Shattertooth grumbles.


While the survivors of the raid discuss plans for what to do next, they are being regarded cautiously from a secret spot.

If your Wisdom score is 13 or above, you feel something is off. It can manifest how you choose to describe it...your hair standing on end, a half-imagined sound, or the sensation of eyes on the back of your neck.


Minotaur Immolator 2/ Cleric2 | HP 14/17 |Armor:0 | XP:1 | Str:8(-1) Dex:11(+0) Con:13(+1) Int:9(0) Wis:16(+2) Cha: 17(+2)
spells:
rote:Light, Sanctify, Guidance | 1st: Cure light wounds, Bless, Speak with Dead | Currently:

Shattertooth sniffs the air as he walks. Something isn't right...
discern realities: 2d6 + 1 ⇒ (5, 6) + 1 = 12
- What here is useful or valuable to me?
- What here is not what it appears to be?
- What is about to happen?


male werespider hp 14/19 | AC1 | 1d10 | S -1 | D 2 | C 0 | I 1 | W 1 | CH 0

Ozmus tenses, instincts borne of a career as a Merc twitching, like when he goes to get the pay, right before he spots the crossbowmen. Move, everyone, NOW!


Male Lizardfolk Druid 3 | HP 18/18 | XP 4/12 | AC 1 | Dmg d6 | Str 15(+1) Dex 13(+1) Con 12(-) Int 9(-) Wis 18 (+3) Cha 8 (-1)

Earlier

"Without lizardfolk guards, we need to be careful of fires when passing through the Endless Marshes," says Wek. "Sk'koak--giant leeches--are drawn to them like beacons. They are sluggish by day, but go hunting at night, and sense the heat of warm-blooded creatures, or fire. Lizardfolk guard their peat smolders at night, and the leeches rarely sense us if we are resting, but minotaurs and the rest will not be safe."

Wek turns to Ozmus, flicking his head crest amusedly. "I was planning to be in animal forms a-plenty on this trip. It feels funny to be a warmblood like a marsh wolf, but it will do." Wek ticks off other forms, like a goshawk or less inconspicuous, a tiger.

Now

Wek's fish-forms dart around his skin in shadowy alarm. "Sssomething is here!" He takes to the sky as a marsh harrier.

Shifting forms: 2d6 + 2 ⇒ (5, 4) + 2 = 11

3 Hold, woot! Wek will use Discern Realities and also use one Hold to use 'eagle eyes' to spot the hidey folks.

DR: 2d6 + 2 ⇒ (5, 4) + 2 = 11
What is about to happen?
What should I be on the lookout for?
and...What here is not what it seems to be?


Male Orc Were-Fox Mechanic | Lvl 1 | XP 1 | HP: 15/19 | Armour 2 (In suit) | Damage 1d8 | STR 0 | DEX 1 | CON 1 | INT 2 | WIS -1 | CHA 0

"We can't just plot in peace, can we!?" Arathoth rapidly shifts and enters the FerroFox, his magitek creation easily encompassing him until all anyone can see is the suit.
He sniffs the air about him from within the suit, talking despite the fact that almost nobody present could possibly understand him like this. [Come out, come out! What do you smell like?]

So, part of being a werefox is getting to use Hunt and Track through my superior sense of smell. So if I can use that to smell out anyone or anything present...

Hunt and Track: 2d6 - 1 ⇒ (5, 1) - 1 = 5
...then I'm probably not going to like what I managed to smell. Tell me if it's time I marked my first XP.
Also, aren't we all supposed to be at 3/4 health? Why's everyone at full?


Малки къдрици са оцелели от убиването, виждам ли?

The "voice," if you could call it that, seems to come from within your own head rather than from your sense of hearing. The sensation of paranoid dread sharpens, and you sense amusement in the foreign language.

Твоята кръв е гореща от жажда за отмъщение. Мирише толкова сладко ... ха ха ха ха ...

Laughter that shivers through you as the voice continues. You all cast about yourselves, but the smoke from the burning village around the strong house is thick, and visibility is never very good in the marshlands in the best of times.

Shattertooth and Uek:
- What here is useful or valuable to me? There is a piece of burning timber nearby that can be used as an improvised torch. That might be useful.
- What here is not what it appears to be? You intuit that a creature such as this would use illusions, and are on your guard for mental deception and trickery.
- What is about to happen? You hear squeals off in the distance. The leeches that Uek just spoke of are being drawn out of the swamplands by the out of control fires.

Ozmus, you see a glimpse of something slithering, quick movement in the waterway just outside the strong house. There is a whole Venetian-style network of these mini-rivers surrounding the strong house and running throughout the Minotaur village.


Arathoth is correct, I did mention that everyone was injured from the adventuering party's artifact detonation.

Arathoth, you smell the scent of a creature that sends your predator warning instincts into overdrive. The orc part of you sees a competitor to be fought; but the cunning fox part of you recognizes the danger of this smell. Though you have never smelled the like before, you know you will never forget it.

Take -1 forward to mental saves against illusory tricks. Mark an XP! (XP should also be tracked in the Race window of your profile!)


Male Orc Were-Fox Mechanic | Lvl 1 | XP 1 | HP: 15/19 | Armour 2 (In suit) | Damage 1d8 | STR 0 | DEX 1 | CON 1 | INT 2 | WIS -1 | CHA 0

Pure glee and absolute terror war in Arathoth's mind. [Ohh...that's new! What, are, youuuuu?] The metal-clad fox pads about, looking for signs of whatever it was he just smelled.


male werespider hp 14/19 | AC1 | 1d10 | S -1 | D 2 | C 0 | I 1 | W 1 | CH 0

b]So, Wekster, what was that about leech-monsters attracted to fire?[/b]


Male Minotaur thief | Lvl 2 | XP 3 | HP: 11/19 | Armour 1 | Damage 1d8 | Str 0| Dex +2 | Con +1 | Int +2| Wis 0 | Cha -1 | Ammo 5 | Dungeon Rations: 4 | Adventuring gear 8/10

Stybar, who has never been in a real combat situation before this day readies his bow, trembling. What is this? As he sees Arathoth sniffing around, he gathers himself and goes stand a few feet behind the foxy robot, bowstring drawn. Arathoth, I have you back!


Minotaur Immolator 2/ Cleric2 | HP 14/17 |Armor:0 | XP:1 | Str:8(-1) Dex:11(+0) Con:13(+1) Int:9(0) Wis:16(+2) Cha: 17(+2)
spells:
rote:Light, Sanctify, Guidance | 1st: Cure light wounds, Bless, Speak with Dead | Currently:

Shattering quickly returns to stand with the others and attempts to conjure a weapon.
Burning Brand: 2d6 + 1 ⇒ (3, 3) + 1 = 7
Three throwing daggers of pure forged flame appear in his hands.
fiery, touch, thrown, near, dangerous, and 3 uses


Tentacle-like extensions of flesh emerge from the waterways around the strong house, attached to heaving mounds of slippery, rubbery muscle that heaves itself up onto dry land and toward the heat sources therein. The extensions open up at their tips, revealing glistening eyes that regard you with the soulless hunger reminiscent of a shark's gaze as it strikes.

More and more of these horrific Swamp Leeches begin to swarm toward the heat, questing their way toward the nearest source of fresh blood that can be found.

Due to his mechanical suit, they crawl right past Azathoth, unseeing. They also pay no mind to the airborne druid; birds are often too swift to be fed upon by these leeches, unless the bird is caught sleeping.

Shattertooth, Stybar, Willam, and Ozmus, however, are surrounded by a wide but narrowing ring of the hungry black bodies. Up close, you can see a thin mouth filled with razor-sharp teeth on the underside.

Stybar feels a drop of slimy mucous drip down onto his shoulder. From above, in the second level of the blown-out building, a Swamp Leech drops down onto the thief and begins attempting to drain him of blood! The others are also in imminent danger of similar attacks! What do you do?


Male Lizardfolk Druid 3 | HP 18/18 | XP 4/12 | AC 1 | Dmg d6 | Str 15(+1) Dex 13(+1) Con 12(-) Int 9(-) Wis 18 (+3) Cha 8 (-1)

GM, can druids speak in animal form?

Also, can druids speak to other animals, whilst in animal form?

Wek swoops near the burning torch, if it is clear of leeches nearby, and deftly snaps it up in his talons. Does that take a Hold?


Minotaur Immolator 2/ Cleric2 | HP 14/17 |Armor:0 | XP:1 | Str:8(-1) Dex:11(+0) Con:13(+1) Int:9(0) Wis:16(+2) Cha: 17(+2)
spells:
rote:Light, Sanctify, Guidance | 1st: Cure light wounds, Bless, Speak with Dead | Currently:

Shattertooth reaches for the flame that the bird that was a lizard just picked up and extends his will over it. His eyes flare red and flame bursts into flame along his arm as it stretches out...

Zuko Style: 2d6 + 1 ⇒ (3, 2) + 1 = 6

He tries to direct the flame around the upper level and discourage any leeches up there, but something goes wrong...


male werespider hp 14/19 | AC1 | 1d10 | S -1 | D 2 | C 0 | I 1 | W 1 | CH 0

Ozmus draws his knife, and whips one of the daggers at the creature assailing Stybar

volley: 2d6 + 2 ⇒ (4, 2) + 2 = 8

1d10 ⇒ 3

He leaves himself open to attack to do so. Got your back, Stybs

Dance of blades: 2d6 + 2 ⇒ (5, 6) + 2 = 13

3 hold, thank you very much


Male Minotaur thief | Lvl 2 | XP 3 | HP: 11/19 | Armour 1 | Damage 1d8 | Str 0| Dex +2 | Con +1 | Int +2| Wis 0 | Cha -1 | Ammo 5 | Dungeon Rations: 4 | Adventuring gear 8/10

Stybar drops his bow and tries to rip off the leech with his left hand, while reaching for his dagger with the right.

use the roll if/as you see fit

2d6 ⇒ (5, 1) = 6


Male Orc Were-Fox Mechanic | Lvl 1 | XP 1 | HP: 15/19 | Armour 2 (In suit) | Damage 1d8 | STR 0 | DEX 1 | CON 1 | INT 2 | WIS -1 | CHA 0

With a yip, Arathoth barges into the leeches, blades emerging from the FerroFox to eviscerate the swarm.

Do I need a roll for this? Do these things threaten me right now?


Minotaur Immolator 2/ Cleric2 | HP 14/17 |Armor:0 | XP:1 | Str:8(-1) Dex:11(+0) Con:13(+1) Int:9(0) Wis:16(+2) Cha: 17(+2)
spells:
rote:Light, Sanctify, Guidance | 1st: Cure light wounds, Bless, Speak with Dead | Currently:

That looks like a hack and slash to me.


Uek: You're the druid, you tell us. As a fan of the Animorphs novels, I like the idea of "thought-speak" - that you gain telepathy that can be private or public as you choose when you are in animal form, <denoted with angle brackets instead of quote marks, like so.>

I will allow speaking to animals only if you spend an Advanced Move that you get from a level-up to get it. Rangers have a move called Wild Empathy that allows you to speak with animals so the same move is allowable to druids also.

As for whether grabbing the torch requires a Hold, I'd say no. The general rule of thumb for if some action requires a Hold is, if you would need to roll for it in lizardfolk form, you can spend a Hold in animal form to just do it. That is, if the animal can reasonably perform the action. Since grabbing the torch off the ground wouldn't require a roll in normal circumstances, you can just do it as a bird.

_____________________________

Shattertooth, the flames you draw from the torch that Uek is carrying race along your arm. Because the spell went wrong, you feel the fire's bite! Take 1d4+1 damage that ignores armor, and mark an XP! In addition, the bright burst of heat that accompanies your magic makes you a glowing beacon in the eyes of the leeches, and they begin to encircle you, looking for an opening to leap onto your body and drain you of blood! They will strike any second, what do you do?
_____________________________

Ozmus, you carefully line up a shot on the leech attacking Stybs. In order to make sure your shot hits the target and not your ally, you have to take an extra half-second of preparation.

As soon as the dagger leaves your fingertips, a giant leech rears up from behind you and engulfs your head from behind, turning out the lights and threatening to pull you to the ground. Roll to defy danger!

______________________________

Stybar, it looks like you're trying to Defy Danger using Strength, which means that you were unable to disengage the leech. Your dagger is knocked clear and skitters across the strong house floor, and the leech's teeth-covered tongue begins to rasp across your neck, drawing blood! Take 1d6 damage, ignores armor, and mark an XP! It's trying to wrap its sinuous body around you to get a better hold on you, what do you do?

_______________________________

Arathoth, the leeches will react if you attack them or make yourself threatening, but your mech-suit doesn't have a very high heat profile without its engines burning, so they're largely ignoring you right now.

In fact, that advantage allows you to skip the Hack and Slash roll on your first attack, since they're not treating you as a threat (stupid leeches). Roll your damage against the leech you just struck, but all subsequent attacks must be hack and slash rolls.


Also Shattertooth your current HP before taking the 1d4+1 should be 12, because everyone in the party started out injured from the recent Adventurer raid.

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