Serpent Skull: Dungeon World Edition (Inactive)

Game Master Whack-a-Rogue

Silvio's Map


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The Exchange

M Human | Charges: 0/3 | Gadgets: 4/4 | Ammo: 2/3 | HP: 16/19 | Armor: Wait, what? | XP: 11/8| LvL: 1

Hank also runs after the evil lady, going around the other direction to make Roman choose who he will defend against.

Volley Z3r0 can0n, pierce 1: 2d6 + 1 ⇒ (3, 3) + 1 = 7
You have to move to get the shot placing you in danger as described by the GM

Damage Z3r0 can0n: 1d6 ⇒ 4


Stats:
HP 14/18, Leather Armor 1 | STR (+0) DEX (+2) CON (+0) INT (+1) WIS (-1) CHA (+2)
Male Human Bard 2 | 7/9 XP | Effects: None

Holy Water Damage: 1d6 ⇒ 3

Roman hisses as the flask of, well, presumably, acid burns his skin.

"Amy?! What the hell?! Look if you were jealous, we could have talked about it like adults, but now it is too late! I must defend Milady's honor!"

Roman stands up and drives his rapier at Amy.

Please miss! Please miss!

Hack and Slash vs. Amy: 2d6 + 2 ⇒ (5, 6) + 2 = 13

Figures. Amy takes...

Damage: 1d6 ⇒ 3

Current HP 11/18


Human Rogue 4 Fighter 1 | AC 16 (17 when dual wielding) | hp 39/39 | hit dice 4/4d8, 1/1d10 | Second Wind []

"Silvio must protest as this situation has gotten way out of hand", the chelaxian hero announces. As he sees Roman's rapier dart towards Amy he reaches out with his own blade to parry the strike.

Don't know if you can take the defend action after the fact, but Silvio is going to try! 2d6 + 0 ⇒ (6, 4) + 0 = 10. If possible, he'll take the damage instead and he would like to try and disarm Roman.

The Exchange

M Human | Charges: 0/3 | Gadgets: 4/4 | Ammo: 2/3 | HP: 16/19 | Armor: Wait, what? | XP: 11/8| LvL: 1

Yes! We all knew it would come down to this! Rapier! vs! Rapier! Fight!!


Silvio: PbP means it's okay to take actions after the fact. Then I get to put everything together in a coherent narrative. ;-) By the way, your described action perfectly matches the Parry Move, so you get to take no damage AND disarm Roman.

Silvio's rapier deftly intercepts Roman's blade, and with an agile twist of the wrist, the hero sends the Bard's sword flying across the room and directly toward Hank's head! Meanwhile, Amy and Hank strike the obviously-an-evil-enchantress, and she lets out a surprisingly-sibilant hiss of pain. She whispers something in a foreign tongue and vanishes into thin air. As her form melts away, you briefly see her shape change into that of a large snake-headed humanoid.

Out of curiosity, what's John been up to as this craziness unfolds?


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

Fleet's of no use in a direct fight, one on one. Still, even a mere student of necromancy like him is not limited merely to undead servants to achieve his ends. Fleet draws his ritual dagger, the skull adornments lining the hilt digging into his palm painfully. As he summons the dark magic to ensnare the enchantress with, his eyes roll up in his head until only the whites are visible. In the air between his open left hand and the tip of his dagger clutched in his right, black tendrils of magic begin to swirl. His curse will affect the naga shortly, preventing her from speaking and locking her feet to the ground, preventing her movement...but magic of this sort carries a terrible price that prevents him from wanting to turn to it to solve trivial problems. The DM decides what the cost of this curse is.

Necromancer Curse:
When you use dark magic to curse someone or something, tell the GM what you're trying to achieve. Curses are always possible, but the GM will give you one to four conditions, such as:

• It requires the blood of ______

• It will require a lot of money

• You'll need a rare component

• The best you can do is a lesser or limited version

• It will take minutes/hours/days/weeks/months before the curse takes effect

• ______ will know or hear about it

• You'll need to travel to _____


A curse that completely immobilizes a creature is powerful indeed, but there is a catch: the ritual requires a period of uninterrupted time with the individual to be affected. This is why so many witches have sleep-inducing spells. Utilizing the ritual at a vastly accelerated pace will allow Fleet to TEMPORARILY immobilize the serpentfolk's mouth OR feet.


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

Mouth, then. There's no way to be sure that the curse would keep holding her still if her feet suddenly became a snake's lower half or something.


Stats:
HP 14/18, Leather Armor 1 | STR (+0) DEX (+2) CON (+0) INT (+1) WIS (-1) CHA (+2)
Male Human Bard 2 | 7/9 XP | Effects: None

Roman looks on aghast as his weapon is deftly tossed away by the swashbuckler.

"So it's come to this then. The noble hero Silvio has fallen to darkness. And so here I am, your greatest admirer, forced to do battle with you. For what it's worth, when I write your legend, I shall omit this part."

Roman sings to heal himself of his wounds, but the spell fails.

Arcane Art: 2d6 + 2 ⇒ (1, 2) + 2 = 5

He remains in a dramatic but awkward pose, waiting for healing magic that will not come.

Just gained another XP. I'm now at 5/9 XP.


Human Rogue 4 Fighter 1 | AC 16 (17 when dual wielding) | hp 39/39 | hit dice 4/4d8, 1/1d10 | Second Wind []

Now completely convinced that Roman is under a spell walks over to the bards weapon. The dashing hero retrieves the rapier with a deft flip of his boot, catching the hilt as it is momentarily tossed up in the air. "Silvio's dear friend is obviously mistaken", he begins and lays the blade on one of the shelves of the book case. He sheathes his own weapon and takes a few steps forward, placing himself between Roman and his rapier. "If you listen carefully to your own words you will find the inherent inconceivability in your statement. Silvio, the great sea captain and hero to all, fallen into darkness? Unimaginable! Unless used literally. Then it could just be the beginning of a great new adventure for the Silvio! But that is not the point. Silvio knows that your words were ment figuratively, hence the absurdity of the statement. Who would lure the great Silvio Callgari Pazzi off the path of good? No one, that's who! You are free to include this passage in the story that you write, for it is just another statement of the greatness of Silvio!" The chelaxian nobleman gestures vividly through out his speech to drive home the point. "No, since the duel is over and the mysterious lady is gone, can Silvio entrust the rapier back into your possession?"

Your Benevolent Dictator wrote:
Silvio: PbP means it's okay to take actions after the fact. Then I get to put everything together in a coherent narrative. ;-)

I'm never sure how much I can elaborate myself before it get's out of hand. Although since you can always pull things back after I will try to be abit more "commanding" :)

The Exchange

M Human | Charges: 0/3 | Gadgets: 4/4 | Ammo: 2/3 | HP: 16/19 | Armor: Wait, what? | XP: 11/8| LvL: 1

As the lady disappears, Hank frowns and starts fidgeting with the Config-u-tron. After a moment of turning dials and pushing buttons, his face lights. "Ah-ha! If I adjudicate the photons, then everyone NOT invisible should be quite fine.
Everyone who is under a photon-bending affect, and is therefore invisible, should then become visible."

Science!: 2d6 + 2 ⇒ (3, 6) + 2 = 11

A circle of green-blue bursts from the device, sending ripples of distorted photons all over the room.

Cancels invisibility effect.


Stats:
HP 14/18, Leather Armor 1 | STR (+0) DEX (+2) CON (+0) INT (+1) WIS (-1) CHA (+2)
Male Human Bard 2 | 7/9 XP | Effects: None

Roman awkwardly lowers his arms after a few moments.

"Hah! You think I could be so easily swayed! It just so happens I can cure the mind of enchantments. I shall prove to you that it is you who is under a thrall. Like so!"

Gonna use my arcane art to eliminate a mind effect on myself. Man, I hope this works.

Arcane Art: 2d6 + 2 ⇒ (6, 1) + 2 = 9

Dungeon World wrote:
✴On a 7-9, your spell still works, but you draw unwanted attention or your magic reverberates to other targets affecting them as well, GM’s choice.


Human Rogue 4 Fighter 1 | AC 16 (17 when dual wielding) | hp 39/39 | hit dice 4/4d8, 1/1d10 | Second Wind []

"You can not discern the truth by assuming a lie. Do your magic, Silvio only hopes that it will make you see the true nature of things"


Hank's gadget releases a cloud of photons, and a moment later, a serpentlike shape can be seen in a corner of the room (lose 1 Charge). Ieanna (if that's, in fact, her real name) looks fully healed courtesy of her new boyfriend. Speaking of Roman, after he casts his enchantment-detecting spell, he finds himself glowing. Then he feels weird. Wait a minute, that pretty lady he'd been defending has been replaced by an evil serpentfolk. That's just rude.


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

Amy walks to Silvio and lays her hand on his weapon. She seams to whisper something to herself and the stated Now is your time dear sir. Take her down.

magic weapon: 2d6 + 2 ⇒ (2, 2) + 2 = 6


Human Rogue 4 Fighter 1 | AC 16 (17 when dual wielding) | hp 39/39 | hit dice 4/4d8, 1/1d10 | Second Wind []

"That Silvio can do. I hope that you have cleared your mind, my friend. Let's end this evil together!" he says to Roman and moves in to attack the snake lady.

Hack and slash: 2d6 + 2 ⇒ (3, 5) + 2 = 10
Damage roll: 1d8 ⇒ 2

The Exchange

M Human | Charges: 0/3 | Gadgets: 4/4 | Ammo: 2/3 | HP: 16/19 | Armor: Wait, what? | XP: 11/8| LvL: 1

"Now it is revealed in her true face! Have at thee!"

Volley, pierce 1: 2d6 + 1 ⇒ (4, 5) + 1 = 10
Volley, pierce 1, damage: 1d8 ⇒ 4


Stats:
HP 14/18, Leather Armor 1 | STR (+0) DEX (+2) CON (+0) INT (+1) WIS (-1) CHA (+2)
Male Human Bard 2 | 7/9 XP | Effects: None

Roman listed from side-to-side as he struggled with his mind. He wasn't quite sure what was going on.

And then he noticed the snake woman.

"Egads, what is that thing?! Quick, kill it with fire!"

Roman reached for his rapier, but it was missing.

"And where the hells is my sword?!"

Instead of fixating on this he sang a song of healing, to bring himself back into fighting shape.

Arcane Art: 2d6 + 2 ⇒ (1, 5) + 2 = 8
Healing: 1d8 ⇒ 1

HP 15/18


Amy, don't forget to gain an XP ;-)

Silvio's blade grows slightly heavier and more unwieldy as Amy fumbles the last word of her spell. When he strikes the snake lady, it bounces harmlessly off of her scales. As Hank lines up a shot with his Zero Cannon, the woman snaps her fingers, and a host of books fly off the nearby shelves and begin orbiting her defensively. She's clearly a power mage, but her ability to cast is limited for the moment due to Fleet's curse. Her eyes focus angrily on the necromancer, and - even without a voice - you know what she wants to do to him.

That cloud of books is going to make ranged combat pretty difficult, I'm afraid. Although she won't be able to mind control anyone until she finds a way to speak.


Stats:
HP 14/18, Leather Armor 1 | STR (+0) DEX (+2) CON (+0) INT (+1) WIS (-1) CHA (+2)
Male Human Bard 2 | 7/9 XP | Effects: None

Roman frowns and focuses his singing on Silvio's blades, making them even more impossibly mighty.

Arcane Art: 2d6 + 2 ⇒ (3, 2) + 2 = 7

On a successful attack, Silvio will deal an extra...

Damage: 2d4 ⇒ (1, 4) = 5

The Exchange

M Human | Charges: 0/3 | Gadgets: 4/4 | Ammo: 2/3 | HP: 16/19 | Armor: Wait, what? | XP: 11/8| LvL: 1

Most of Hank's ideas involve explosives, but as long as Roman and Silvio are determined to try and hit her with big sticks, he can't do many of those. However...

"Hmm. This looks like one of those problems that can be solved with MAOR DAKKA!"

He chuckles. He always wanted to say that.

Shooting her with guns more: 2d6 + 2 ⇒ (5, 3) + 2 = 10
DAMage: 1d8 ⇒ 1


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

Amy tries one spell on Silvio.

bless: 2d6 + 2 ⇒ (1, 4) + 2 = 7

effect : You deity smiles on the target in combat. They take +1 ongoing so long as battle continues and they stand and fight. While this spell is ongoing you take -1 to Cast a Spell. Amy draws attention.

Amy smiles a Silvio and says you are blessed my child by the goodness her self. Strike in her name.


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

Seeing that the whirling shield of books protects her from ranged assault, Fleet opens up one of his conopic jars and pours out a plant-body. Settling on his knees before it quickly, he closes his eyes and hovers his hands over the "body", willing it to life!

[dice=Raise the "Dead"]2d6+2[/dice]

The body rises willingly, shambling to its feet at his command as the necromancy weaves throughout the plant's shape.

Attack command!: 2d6 + 2 ⇒ (5, 6) + 2 = 13
Damage: 1d6 ⇒ 5

At his order, the plant-creature charges at the naga, knocking the whirling books aside as it tackles her right in the chest and knocks her down!


Hank's gunfire blasts away multiple books, but the swirling covers continue to shield the snakewoman from harm. Roman's magic successfully removes Amy's botched spell, allowing Silvio's weapon to once again be effective. At the same time, Amy's blessing inspires the swashbuckler to greatness. Sensing that she's in trouble, the enemy mage gestures, and heavy books fly toward Roman, Hank, and Amy, attempting to pin their limbs to bookshelves and immobilize them. (what do you do?)

The spell requires concentration, however, and with her focus distracted, she doesn't notice Fleet animating a minion. The attack catches her off-guard and knocks her to the ground.


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

Amy reaches in to her bag and brings out burst jars and she tosses one of them at the books to see if they would have any effect.

This simple clay pot has two sealed, airtight inner chambers containing alchemical liquids. The jar is thrown as a splash weapon. It shatters on impact, covering the target with a mixture of the two liquids. One round later on your turn, the liquids react and explode with concussive force. The target takes 1 point of sonic damage, is deafened for 1d4 rounds, and must make a DC 12 Fortitude save or be stunned for 1 round. Creatures within 5 feet of the explosion take 1 point of sonic damage. The target can use a full-round action to scrape or wash off the liquid before it detonates, depositing the material in its square or an adjacent square; the material detonates as normal, though the original target only takes damage as if it were within 5 feet of the explosion.

volley: 2d6 + 1 ⇒ (6, 4) + 1 = 11

damage: 1d6 ⇒ 5

The books are made of paper. Burn them to ash and she will lose her weapon cries Amy as she tosses one of the pots.


You can use items you find online, but don't copy over the specific rules text, as Pathfinder and DW are totally different systems.

Since you made no effort to evade...
The books latch onto Amy's limbs just as she activates her primitive flash-bang grenade, causing it to go off in her hand.

Take the damage you rolled, and you'll be blind and deaf for a little bit.


Human Rogue 4 Fighter 1 | AC 16 (17 when dual wielding) | hp 39/39 | hit dice 4/4d8, 1/1d10 | Second Wind []

Silvio jumps at the prone snake lady. As stabbing a prone foe would not be very heroic he lets his blade hoover above the creature's neck. "Surrender your spell casting and admit defeat! It is time for you to reveal your true purpose here, and what means you have of getting of this island."


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

"I can't see!" Cries Amy.


Stats:
HP 14/18, Leather Armor 1 | STR (+0) DEX (+2) CON (+0) INT (+1) WIS (-1) CHA (+2)
Male Human Bard 2 | 7/9 XP | Effects: None

Roman's eyes widen and yhen he begins a series of spins and acrobatic jumps to avoid the incoming projectile tomes.

Defy Danger (DEX): 2d6 + 2 ⇒ (5, 4) + 2 = 11

He lets out a cry in triumph as he manages to successfully dodge the books.

He sings again, this time targeting the claws of Fleet's latest undead minion.

Arcane Art: 2d6 + 2 ⇒ (1, 6) + 2 = 9

Take what I can get. The zombie deals the follwing extra damage.

Damage: 2d4 ⇒ (2, 1) = 3


Does Fleet have any orders for his zombie before I update?

The Exchange

M Human | Charges: 0/3 | Gadgets: 4/4 | Ammo: 2/3 | HP: 16/19 | Armor: Wait, what? | XP: 11/8| LvL: 1

Hank tries to leap out of the way of the approaching books...

Defy Danger Dex!: 2d6 + 1 ⇒ (4, 1) + 1 = 6

...but the magical onslaught is more than he can repel.


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

The plant-zombie is standing over her, and Fleet looks on, thinking to himself: do we let her live? No, too dangerous. I'll simply eat her brain to get the necessary information from her afterward.

Out loud, he shouts, "KILL! But do not harm Silvio, he's standing right there." The plant zombie slashes at her supine form from above, snarling.

Attack Command: 2d6 + 2 ⇒ (4, 4) + 2 = 10
Damage: 1d6 ⇒ 5

Glancing to his left, he sees that Hank is about to get smacked in the gob by a flying book! "GET OUT OF THE WAAAAAY!" he shouts, diving for the missile's path!

Aid Hank: 2d6 + 1 ⇒ (4, 2) + 1 = 7


Her voice cut off by Fleet's curse, there's no way for the snake woman to respond to Silvio's threat. A few seconds later, she lies dead at the hands of a plant zombie. As she dies, the books cease their animation and fall to the ground. The threat is over.


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

Fleet feels rather sheepish as he falls flat on his face, the book that he was diving to intercept falling to the ground.

Standing up and dusting himself off, he glances at Hank with an embarrassed grin. "Good thing the books stopped doing their thing when she died, huh?" he asks.

He turns to the plant zombie. "Devour her brains and give me the information she had in her head, creation," he orders. "I'm full at the moment and I don't want to eat any more brain, no matter how fresh it may be."


Stats:
HP 14/18, Leather Armor 1 | STR (+0) DEX (+2) CON (+0) INT (+1) WIS (-1) CHA (+2)
Male Human Bard 2 | 7/9 XP | Effects: None

"Oh, bloody hell, Fleet! At least wait until we're out of the room or something."

Roman busies himself looking for anything valuable he can find.

WIS (discern realities): 2d6 - 1 ⇒ (6, 6) - 1 = 11


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Human Rogue 4 Fighter 1 | AC 16 (17 when dual wielding) | hp 39/39 | hit dice 4/4d8, 1/1d10 | Second Wind []

"Or perhaps you could ask your 'friend' to take it outside. Silvio understands that this is a part of gathering knowledge, but Silvio would rather not know how the sausage is made. So to speak."


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

Fleet shrugs and snaps his fingers, commanding his zombie's attention. He points at the woman, then drags his thumb across his neck in a specific gesture before pointing off back the way they came, out of line of sight. Then he snaps his fingers again, confirming his order.

The zombie obediently grasps the enchantress' head. With a brutal, savage twist, using strength offered by the necromantic power that keeps it animate, the zombie effortlessly breaks her neck in multiple places, loudly cracking the bones and causing vertebra to stick out of her neck as it twists off the woman's head. With that, the zombie shuffles off, knocking books aside with its feet as it shambles away. Blood from the woman's decapitated body flows spills rapidly across the floor, soaking the books nearby. The plant-zombie's root-like fingers are already sliding into the woman's skull through the eye sockets, squishing her eyeballs into paste as the zombie works hard to split open her cranium to get at the gooey goodness within. The sound of bones cracking and brains being slurped can be heard as the zombie shuffles off away from the party.

Fleet pays this macabre practice no mind - no pun intended - and is flipping through books that can be found on the ground, unconcerned.

Don't forget to choose which 3 Discern Realities questions you want answered, Roman


Stats:
HP 14/18, Leather Armor 1 | STR (+0) DEX (+2) CON (+0) INT (+1) WIS (-1) CHA (+2)
Male Human Bard 2 | 7/9 XP | Effects: None

Thanks, Fleet.

• What here is useful or valuable to me?
• What should I be on the lookout for?
• What here is not what it appears to be?

The Exchange

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M Human | Charges: 0/3 | Gadgets: 4/4 | Ammo: 2/3 | HP: 16/19 | Armor: Wait, what? | XP: 11/8| LvL: 1

Hank nods at Fleet, but his gratitude at being saved quickly turns to revulsion as the necromancer practices his art.
'Ugh. Necromancy. Such a beastly, ghastly art. What kind of monster must one be to practice such a foul, foul profession? Surely one already out of his mind could only contrive to think of such grotesque things as moving dead bodies. And only the most horrible among us would think about eating brains! Worse than cannibalism it is!'

Hank busies himself with a book--any book-- to veil his eyes and keep his mind busy as the sickening sounds of the vile necromancer's servant fill the room.

Hank, too, wonders 'What should I be on the lookout for?'

Discern Realities: 2d6 - 1 ⇒ (2, 5) - 1 = 6

...but the sickening sounds of fingers of un-life working at once comely eye sockets disturb him too greatly to find anything of value.


Roman
What here is useful or valuable to me?
As the zombie picked up the snake woman's corpse, a scroll fell out of her robes. Upon examination, it's revealed to be a map to the lost city of Saventh-Yhi. (@Roman: what's your question, and where did you first learn about the capital city of the Serpentfolk Empire?)

What should I be on the lookout for?
Libraries of this sort are often guarded by powerful constructs keyed to an emergency trigger phrase. While your just-vanquished enemy didn't have an opportunity to speak it, she likely had knowledge of it. Everyone should choose their words carefully while they remain in this room.

What here is not what it appears to be?
The bookshelf that Amy was knocked into stands slightly askew. It almost looks like it conceals a secret door....

Fleet
It's gruesome task done, the zombie's report consists of a series of images. A ship filled with passengers - including Amy and Silvio ... taking control of the captain's mind ... rocks, a *crash*, and a lifeboat ... sneaking invisibly through the jungle ... a half-complete lighthouse in the middle of a native village ... sacrificing the captain as a distraction to escape ghouls ... ancient library ... success! ... He will rise again ... Interspersed throughout the barrage of images is a repeated phrase: SAY 'LOCKDOWN' SAY 'LOCKDOWN' SAY 'LOCKDOWN'


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

"Say 'lockdown'?" the necromancer mutters to himself as the visions pass before his mind's eye. His eyes are completely white as he absorbs the information. Does anything happen in response to speaking that word?


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

Amy is laying in a ball near the book shelves. The world a dark and quite place as she can't hear or see. The darkness over comes her.


Stats:
HP 14/18, Leather Armor 1 | STR (+0) DEX (+2) CON (+0) INT (+1) WIS (-1) CHA (+2)
Male Human Bard 2 | 7/9 XP | Effects: None

"We should be very carefully what we say around here. Sometimes ancient libraries like this are guarded via password are guarded by arcane constructs or other automata. It's shockingly common actually. Also makes for a good story."

Roman misses Fleet muttering, "Say 'lockdown'?"

"And look at this map, if I'm not mistaken this is the symbol of the lost city of Saventh Yhi. Fascinating place, lots of stories. I dated a pathfinder who was obsessed with the place and being spanked in the nude. Ahh. I do so miss Absalom. Anyways, Saventh Yhi was supposed to be the ancient snakefolk capitol, if I recall correctly."

GM, is Saventh Yhi known to have any ancient dangers?

Roman notices that Amy is stood next to something interesting.

"Uh, Amy, be careful. I think you may be stood next to a secret door."


@Fleet: How loudly are you saying that?

@Roman: At the height of its power, Saventh Yhi was guarded by the ancient rune magic of the Aboleths. Only the tiniest pieces of this knowledge remains today. Saventh Yhi was also watched over by Girallons - enormous four-armed apes with a savage intelligence.


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

Amy cannot hear Roman and leans against the bookcase.


Human Rogue 4 Fighter 1 | AC 16 (17 when dual wielding) | hp 39/39 | hit dice 4/4d8, 1/1d10 | Second Wind []

"Are you OK, my lady? Is something wrong?" Silvio asks Amy.


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

@YBD: If nothing happens when I murmur "lockdown," I'll repeat myself again, louder but only once, to experiment.


@Amy: for the record, you're not permanently blind/deaf. Those penalties go away after what you deem to be a reasonable amount of time. ;-)

Nothing happens when Fleet mumbles, but when he raises his voice, the bookshelf near where the snake woman was killed begins to transform into some sort of Golem.


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

"Unlockdown! Unlockdown!" the necromancer starts shouting, and "Come back, creation! To me!"


Stats:
HP 14/18, Leather Armor 1 | STR (+0) DEX (+2) CON (+0) INT (+1) WIS (-1) CHA (+2)
Male Human Bard 2 | 7/9 XP | Effects: None

"Well, of course a wizard would make a bookcase golem!" Roman says as he draws his sword.

Roman then sings a battle cry to Silvio.

Arcane Art: 2d6 + 2 ⇒ (4, 4) + 2 = 10

Awesome. Silvio deals the following extra damage on a strike.

Forward Damage: 2d4 ⇒ (3, 4) = 7

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