The Tower of Light - a Dungeon World Campaign (Inactive)

Game Master Dalton the Thirsty


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Cappy: You gain: the Ordway's Magical Infini-Journal! When you consult the journal, spend at least thirty minutes studying it and roll +Int (+1 for every half hour beyond the first that you spend reading). On a 10+, gain two random magical buffs from the table below. On a 7-9, gain one at random. On a 6-, you trigger one of the Ordway's defensive hexes.

- You can see through surfaces of up to 10 feet thick by pressing both palms against them.
- You can set a Dimensional Anchor Point that allows you to instantly transport back to that location from up to 500 feet away.
- You can summon a Dusky Imp that will not fight but will go where you direct it to, will carry up to 10 pounds and can choose to emit light as a torch.
- You can communicate with others via telepathy - range 50 feet.
- You can wallcrawl like Spider-Man.


Male Human | Cleric | HP: 16/20 | Armor +1 | Attk 2d6+1 | Dmg 1d6+1 | Cast Spell 2d6+2
Spells:
Rotes: Light | Sanctify | Guidance /// Lvl1: CLW | M.Weapon

Cool item, Cappy.

Jarad will try to get the team togheter and in the way, wake up as many as he can.


I forgot to mention Cappy, the buffs you gain last a day and can be refreshed every morning - if you're willing to risk the hexes.

Jarad, it takes some time - about an hour - but you eventually manage to find everyone in your party, asleep or awake. You smell eggs and bacon being fried up from somewhere within the camp, and the smell is similarly resuscitating many of the fallen adventurers within the camp itself. There's no green dot in your field of vision; apparently the morning waking-up hours aren't considered good television to the people of Westervale.


M Halfling Thief 1

Sweet Cappy would have spent a couple of hours at least when he was figuring it out. And woot! cool item

INT check full bonus: 2d6 + 3 ⇒ (4, 1) + 3 = 8


Roll 1d5 and get one of the buffs!


M Halfling Thief 1

buffs: 1d5 ⇒ 1

Woot I can see through stone!


That'll be useful in this dungeon coming up for sure! Your palms feel somewhat tingly from the effects of the spell, as do your eyeballs.


Also - when the magic is activated by you saying the magic word you spent a few hours studying, the book levitates off your lap and begins glowing very brightly with blue magic for a few moments. Something to keep in mind if you want to apply the buffs in a dangerous place in the future.


Male Human | Cleric | HP: 16/20 | Armor +1 | Attk 2d6+1 | Dmg 1d6+1 | Cast Spell 2d6+2
Spells:
Rotes: Light | Sanctify | Guidance /// Lvl1: CLW | M.Weapon

"You guys ready to roll? Let's get this army on their foot."


Even as you speak, Xha's new General of the Right, Wrathion the Tall, the centaur, approaches you. He rolls his head around on his neck, creating loud cracking sounds as his vertebrae pop in his neck. He glances around the rest of the compound, at the comatose bodies of the adventurers, contemptuously. "Where is the two-legger Xha?" he asks you and Quill.


Male Human | Cleric | HP: 16/20 | Armor +1 | Attk 2d6+1 | Dmg 1d6+1 | Cast Spell 2d6+2
Spells:
Rotes: Light | Sanctify | Guidance /// Lvl1: CLW | M.Weapon

"He should be waking up by now...We got news on how to defeat this Golem King and we will need all help available to do it." Jarad answers the centaur question, "Can you help us get them all ready?"


Reference pic, Wrathion the Tall

The centaur's face is hidden behind his helm, but you can hear the wild grin in his voice. "At last, a plan to defeat the Golem King! I tire of the first level of this tower. I will rouse these...layabout drifters."

Wrathion rears up on his hind legs and emits a bellowing roar, emptying his lungs in a shout that can be heard from one end of the campsite to the other. "WAAAAAAAAAAAAAAAAAAKE UUUUUUUUUUUUUUUUUUUUUUUUUUP!" his voice rings out.


M Halfling Thief 1

Cappy will relate what he's found out through the book and also what Ordway mentioned about a painting between two sets of armor. I will say it is TRAPPED so I will of course need to the first one who examines it.


In response to Wrathion's bellowing shout, the entire campsite stirs to life. Groans can be heard all over as the army of Xha the barbarian nurse their hangovers, but the smell of cooking breakfast gives them the fortitude they need to get to their feet.

You're all able to gather together with your breakfasts, and Cappy explains to all what he knows. What do you all do?


Male Human | Cleric | HP: 16/20 | Armor +1 | Attk 2d6+1 | Dmg 1d6+1 | Cast Spell 2d6+2
Spells:
Rotes: Light | Sanctify | Guidance /// Lvl1: CLW | M.Weapon

Jarad shares his information with them while they eat,
"We all know about this orchird of the dammed, I got a clue that is un the basement right below the Golem king, I could not get in touch with the spirits of the dead to seek help, so we need all those who went in and remember the iniside of the castle. We will be searching for stairs or doors that lead to this basement and..." Jarad pauses for a second thinking,
"I don't really know what this thing does or how it will help us but is our only lead to defeating that Golem and with all this adventurers I think we have a chance to do it." Jarad looks at everyone to see what they think.


Outsider (human) Barbarian 2 xp 2 HP 23/23, Armor 1, Damage 1d10 (+1sword, all weapons forceful and messy)

Xha downs a pint of warm ale.

"Ah, yes this is good. The plan as well."

"Antonius, Wrathion, get this rabble together and ready. Find ropes and weapons, hooks, ladders and things to dig with. Find someone who understands fighting with walls and listen to them. We are going to find a dead flower and talk to a painting. Civilized warfare is very strange."

Xha will grab a coil of rope as they leave the camp.


AT THE GATE:

The doors to the Golem King's Keep are enormous, towering over even Wrathion. By your command, a cadre of four skill-monkey rogues with points in Knowledge:Engineering adventurers from other parties had been gathered, and even now they were putting their heads together regarding the structure of the Keep's stonework.

The rest of your army is gathered, and the sound of murmuring grows louder all around you as you form a wide semicircle around the gate's entrance. All of you see a small green dot flicker occasionally in the bottom-right corner of your vision, as the camera-magic excitedly flickers from "soldier" to "soldier".

The gates stand partially open; what do you do?


Outsider (human) Barbarian 2 xp 2 HP 23/23, Armor 1, Damage 1d10 (+1sword, all weapons forceful and messy)

Xha turns to the hoard.

"Generals, We are going in to scout and find that dammed flower everyone is nattering on about. Your job is to bring these walls down. Go over, go under, go through, I don't care. Of the Golem king puts in an appearence run. See how far from his castle you can bait him. Perhaps while he is chasing you some others can slip behind scout the throne room but I do not need to tell you you jobs. Hell even if the walls repair themselves we will learn how long it takes and that will be a victory of sorts."

To the Hoard.
"We go to find a key, you to tear down the door. Either way we are leaving!

Right off to die now. Did Xha get the rope?


M Halfling Thief 1

I creep up and press my hands to the gate to see what's on the other side.


Xha: A rope is offered to you the moment you request one, from multiple different people. It's like when the hot girl in class needs a pen, everyone suddenly has one to offer. That's you and the rope.

The army cheering and roaring behind you, Cappy, you sneak up and press both palms to the door. To your eyes only, the door in a 6-inch radius around your hands becomes transparent, allowing you to see through it as easily as you would see through a clear window. You see a grand entryway behind the door but you see columns lined up along both sides of the room. There are torches lit inside that illuminate paintings along the walls. There nobody on the other side of the door that you can see.


Outsider (human) Barbarian 2 xp 2 HP 23/23, Armor 1, Damage 1d10 (+1sword, all weapons forceful and messy)

Nice toy Cappy

Xha quickly ties the rope into a serviceable lariat.


Finished with the holidays here and managed to locate my laptop.

Quill takes a wiff of the the offered clothing "Aye these'll work. Think they're cleaner than what I had last night." Fast broken, pants found, new companions met...she readies her hammer and shield.

Watching the halfling press his palms against the door and stare at the solid wood between his palms Quill cocks her head to one side in confusion..."Does the door speak to you friend?"


Xha, your army presses closer all around you, tying ropes and following your lead. "Do we enter all at once, uh...sir?" the caved-skull warrior, Antonius, approaches you and asks.


Outsider (human) Barbarian 2 xp 2 HP 23/23, Armor 1, Damage 1d10 (+1sword, all weapons forceful and messy)

I think Antionius missed a post.

Xha wrote:
"Generals, We are going in to scout and find that dammed flower everyone is nattering on about. Your job is to bring these walls down. Go over, go under, go through, I don't care. Of the Golem king puts in an appearance run. See how far from his castle you can bait him. Perhaps while he is chasing you some others can slip behind scout the throne room but I do not need to tell you you jobs. Hell even if the walls repair themselves we will learn how long it takes and that will be a victory of sorts."


"Oh, you meant NOW! I thought we were waiting on your halfling friend. Got you, sir." he nods and turns to the gathering of adventurers. "OY YOU LOT! WE'RE TAKING DOWN THESE WALLS! DOUBLE TIME!" With a wide overhead slash of his hand-axe, the dented human roars and the other humans roar in answer.

As those without any magical prowess begin forming into teams to pull on ropes, the mages that you've gathered to your side - the Ordway among them - begin channeling magical power. Those of you sensitive to magic can immediately feel a palpable drop in air pressure around the castle. A trio of three female elven mages, who look similar enough to be sisters, begin to take up a chant that is joined by the others in the ritual circle that forms behind you.

"ARAT! ARETH! TO HUMNAN TELLAN NALELEN! ARAT! ARETH! TO HUMNAN TELLAN NALELEN!" the words are nonsensical to you.


Male Human | Cleric | HP: 16/20 | Armor +1 | Attk 2d6+1 | Dmg 1d6+1 | Cast Spell 2d6+2
Spells:
Rotes: Light | Sanctify | Guidance /// Lvl1: CLW | M.Weapon

So, everyone knows about our plan to search this basement and the orchird?


They may not know the details, but Xha did mention searching for an orchid or "whatever we all were nattering about", so they must figure you're after something important to help in the fight.


Male Human | Cleric | HP: 16/20 | Armor +1 | Attk 2d6+1 | Dmg 1d6+1 | Cast Spell 2d6+2
Spells:
Rotes: Light | Sanctify | Guidance /// Lvl1: CLW | M.Weapon

"Listen up! We are searching for a basement or stairs that go down...we are looking for a special item that will help us defeat this golem, if you find anything...let us know" Jarad shouts and enters the castle.


Jarad leads the way, with Cappy, Xha, Zim'wa and Quill close behind. As Cappy saw, there are paintings on each of the spaces on the walls between the pillars, forming a very fine grand entryway. Torches are lit to illuminate your path.

In the middle of the entryway, there are doors on either wall, left and right. There is a larger set of double doors on the far end of the hallway, giving you three choices. Which door to try first?


M Halfling Thief 1

Cappy scans the area looking for traps, using my new see through powers where appropriate.

"Sit tight now, folks. Let's see what we're delaing with here."

tricks of the trade: 2d6 + 2 ⇒ (6, 4) + 2 = 12

sweet 3 hold. I spend one to ask: Is there a trap here, if so what activates it? If there is one here I tell everyone to sit tight until I deal with it. if there is NO trap I use my see powers to look through the doors


Outsider (human) Barbarian 2 xp 2 HP 23/23, Armor 1, Damage 1d10 (+1sword, all weapons forceful and messy)

Xha allows Father Jarad and Cappy to enter first.

The barbarian keeps an eye out for Quill.


Cappy: You glance over each of the three doors carefully, seeing no traps at all. You keep two Hold.

You look through the door on your left, and see nothing but row after row after row of seemingly inanimate clay soldiers, not unlike the soldiers that first chased you when you entered this floor of the Tower.

You look through the door on your right and see a simple room with a treasure chest in it, illuminated by a standing torch on either side.

You look through the massive double doors at the other end, and see the throne room of the Golem King. The hall is brightly lit and lavishly decorated as if for a feast. There is an unbroken row you can walk down from the double doors that lead to the Golem King's throne, upon which a massive statue is seated.


M Halfling Thief 1

"Wellllll, we got an army of those clay soldiers to our left, this Go-lem king is straight ahead, but this door on the right has a nice big pile of treasure in it, let's see if we can find anything useful in it, worst that can happen is we'll get rich, right?!"

Cappy opens the door to the right and looks around, again scanning for traps, spending one hold. Is there a trap in the treausre room, if so what activates it?


You don't see anything mechanical that would give away any traps on this room, as you stand in the open doorway. There's nothing weird about the room beyond except for the torch stands flanking the treasure chest that burn despite not appearing to have any fuel to burn on.


Male Human | Cleric | HP: 16/20 | Armor +1 | Attk 2d6+1 | Dmg 1d6+1 | Cast Spell 2d6+2
Spells:
Rotes: Light | Sanctify | Guidance /// Lvl1: CLW | M.Weapon

I use Detect Magic on the room, maybe the torch has some trick.

Detect Magic: 2d6 ⇒ (3, 6) = 9


With your modifier that's a success. Now to see which of your senses is attuned to magic:

1. Smell
2. Sight
3. Hearing

Detect Magic: 1d3 ⇒ 3

You cast the spell, and you can hear faint humming coming from each of the torches, like someone running their finger around the rim of a glass.


M Halfling Thief 1

Being as Cappy doesn't trust big unguarded piles of treasure I will spend an additional hold to ask "What else is hidden here?" All out of hold now.


Male Human | Cleric | HP: 16/20 | Armor +1 | Attk 2d6+1 | Dmg 1d6+1 | Cast Spell 2d6+2
Spells:
Rotes: Light | Sanctify | Guidance /// Lvl1: CLW | M.Weapon

"I hear some noise around the torches, might be a trap. Can you take a look Cappy?" Jarad ask for more trap finders to come help.


Noticing Xha eying her Quill comes up beside the barbarian, whispering, "You and your people fought this golem thing already?"

She otherwise keeps an eye out for anything that might be hiding in the room waiting to attack while Cappy does his trapwork.


You study the room carefully, Cappy. There's something odd about the room...the stones don't sit quite right. You think there might be evidence of sliding movement along the walls, where something created friction there before. What do you do?


M Halfling Thief 1

"Can't say nothin' bout those torches, or your hearing Father, it's the walls that bother me. Look where you can see the marks along them. I'll bet these walls come in or something. Crush us flat. Let me test a theory."

Cappy pulls out 50 feet of rope and ties a large knot in the end to give that end more heft. (-1adventuring gear)

Are the torches secured or are they "free standing" on stands or something? If it's possible to knock them over I will try to do that with the rope, If not I will throw one end of the rope a the chest to see if touching it does anything.


Quill: as you glance all around yourself, you can hear the shouts and heaving on the outer walls as Xha's army begins to do its work. You can hear groaning coming from the outer walls of the castle already.

Cappy: You're trying to hit a stationary target that isn't very far away from you with a weighted rope as a Thief...all those factors combine to mean you shouldn't really need to roll Volley for this sort of thing. The rope goes more or less where you direct it to at this distance without need for a roll.

The knot of your rope hooks on to one of the top spikes of the torch. It's safe from the flames, but you can feel a little resistance when you give it a light tug. You do think you could pull it over if you tried. Is that what you do?


M Halfling Thief 1

I move back to the doorway then I yank that thing as hard as I can!


To your surprise, your tugging pulls the entire room toward you! The torches remain perfectly fixed in the ground, and the room slides closer and closer to you. It takes surprisingly little effort, considering the mass of the room you're moving; it must be on wheels or be facilitated using magic of some sort.

Within moments the chest is about 3 feet from you. It appears unlocked.


Thanks for your patience while I dealt with my friend's death, everyone. Glad to be back.


M Halfling Thief 1

I open the chest, what happens?


You kick open the chest, and there's nothing inside but a small sack at the very bottom of the chest. There's something inside the sack.


M Halfling Thief 1

If I can use my see through powers on the sack I do so. If not I just open it.


You notice that the green light in the corner of your vision appears, signifying that the crowd in the greater city of Westervale is watching you in the public squares through your eyes.

You reach in to take the sack, and the treasure chest comes to life and tries to snap down on your arm with suddenly-revealed teeth! Roll Defy Danger!


M Halfling Thief 1

Defy Danger DEX: 2d6 + 2 ⇒ (6, 5) + 2 = 13

I assumed it was DEX/quick reflexes

Cappy quickly yanks his arm out of the way and rolls backwards

"AAAHH! Kill it with fire!! he screams as he bravely weaves between his comrades to escape the weird trap monster thing!

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