DungeonWorld Escape the Slave Pits! (Inactive)

Game Master Vuvu

Slave Pit Map


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Unnamed

You rolled a 6, that's a fail so no. Am I missing something?


Female Skyfolk Sky Dancer | Lvl 3 | XP 3 | HP: 18/18 | Armour - 2, not that you can reach me. | Damage 1d8 | STR 0 | DEX 2 | CON 0 | INT 1 | WIS 0 | CHA 2
Unstoppable Force wrote:
On a 6-, hold 1, but when you spend it, the GM will add a complication.

She's already been hit for her failure, too. As far as I can tell, the consequences of the bad roll come when the hold is spent, instead of piling more on when they do that.


Unnamed

Well whatta ya know, you get some success for a failure...I didn't realize that

In that case

Once Amaranth has recovered from her beating she leans down and slams the floor causing the lines to wink out of existence in one spot.

Drahzu looks on with hate, but smiles Good, this will end well for me but poorly for you fool.

The rest of the pentagram/circle begins to buzz and glow brighter

What do you do?


M Wall-walker L:1.06 | d8 | A:1* | HP:6/16 | STR:+2 ~ DEX:+1 ~ CHA:+1 ~ WIS:0 ~ INT:0 ~ CON:-1

Nathan drops into a crouch and darts across the ground, away from the circle. His three-limbed gait looks even stranger on the floor.
On a Mirror's Edge: 2d6 + 2 ⇒ (5, 3) + 2 = 10

He practically cartwheels back to the throne, flipping over the back. He clings to the headboard to give himself some cover as he watches the result of the lich's efforts.
Using 1 hold to "Avoid or knock aside an enemy attack and keep moving", 1 to "Leap around, over, or through an obstacle or enemy in your path" and 1 to "Get up somewhere out of reach or out of sight"

Dark Archive

F Human Weather Witch 1 | HP:17 | Armor:1 | XP:7 | Damage:d4 | Str:0 | Dex:+2 | Con:+1 | Int:+2 | Wis:0 | Cha:-1 |

"Flying potions... hmm, I suppose I could manage that. I mean, I'll obviously need butterfly wings. And of course, the web of a spider. Let's see, what else...," Shyness' voice trails off as she consults her books as they head back to camp.


Mage (Dragon) | Lvl 2 | XP 5 | HP: 19/19 | Armour 1 | Damage 1d4 | STR 0 | DEX 1 | CON 1 | INT 2 | WIS -1 | CHA 0

Himnon, indignant at Drazhu's insult, sends an exact copy of the nearly-invisible wave at Drazhu.

Black Magic: 2d6 + 2 ⇒ (6, 3) + 2 = 11

Near, forceful

damage: 1d8 ⇒ 5

This time, the wave strikes with more force.


Female Skyfolk Sky Dancer | Lvl 3 | XP 3 | HP: 18/18 | Armour - 2, not that you can reach me. | Damage 1d8 | STR 0 | DEX 2 | CON 0 | INT 1 | WIS 0 | CHA 2

"Leave. Her. Alone!" This time, she takes the air by the fistful and yanks it upwards, sending a screeching pillar of tearing winds toward the ceiling from right below Drazhu. This needed to HURT.

Howling Winds: 2d6 + 2 ⇒ (6, 4) + 2 = 12
Damage, 2 piercing: 1d8 ⇒ 2
Come ON! I need a new d8. This one is weighted.


Male Half-Elf Paladin 2 | 25/25 HP | 1 Armor | Visual status: Haggard | 3 XP | +2 Str | +0 Dex | +1 Con | -1 Int | +0 Wis | +1 Cha | Load: 1/12 Weight

Seeing the zombies undeterred by his shouting, Reno says, "I'll have to dispose of you myself, then!"

Drawing his two-handed clumsy warhammer, he begins sweeping it back and forth in wide arcs, trying to crush the zombies.

Hack and Slash - clumsy tag: 2d6 + 2 - 1 ⇒ (6, 4) + 2 - 1 = 11
Damage: 1d8 ⇒ 2


Female Sky folk | Lvl 1 | XP 4 | HP: 12/12 | Armour -1 | Damage 1d6 | STR 0 | DEX 0 | CON -1 | INT 2 | WIS 1 | CHA 2 Spells: Light, Prestidig., US, Contact, Charm, Detect

Shy, for Mini's sake, you should probably officially invoke the potion maker move

Dark Archive

F Human Weather Witch 1 | HP:17 | Armor:1 | XP:7 | Damage:d4 | Str:0 | Dex:+2 | Con:+1 | Int:+2 | Wis:0 | Cha:-1 |

Waiting to actually make it back to camp. A lot could happen in-between. =)


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Unnamed

i don't think i realized you could use mirrors edge on the ground. huh. interesting.

Nathan zips across the room, and bounds over the throne, holding onto it like a little spider monkey, peaking over like Kilroy.

Yes you run and flee just like your mother did! Oh you didnt know about the fun I had with her? Oh it was a good time. She screamed a long time you know. I hope you will too!

Meanwhile Reno takes his hammer and goes to task smashing the zombies until none of them are moving anymore.

Himnon and Sora, act at almost the same moment. Himnon sends Drahzu flying to the right, just as Sora's torrent of air flies up. Drahzu is sent diagonally into the corner of the room, where his head snaps to the side horribly and he slides to the ground, unmoving. The
Tunnel Master looks at the circle, then races around the side of the throne, as he does he swings his blade at the back of Nathan's legs. Nathan hangs there and sees the blade racing toward him

All the while the light is more intense and the buzzing louder

What do you do?

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

Meanwhile outside it is practically a tea party with intellectual conversation going on!


Female Skyfolk Sky Dancer | Lvl 3 | XP 3 | HP: 18/18 | Armour - 2, not that you can reach me. | Damage 1d8 | STR 0 | DEX 2 | CON 0 | INT 1 | WIS 0 | CHA 2

Sora gives a hateful glare towards the re-corpse of Drazhu. This wasn't enough. He had done terrible things, and wielded terrible power. She didn't know what surprises he may have left behind, but he was not worth any chances. Besides, of all things right now, she wanted Drazhu GONE. He was already dead - who knows if he was just faking having fallen? It would be easy for him. "Himnon!" She shouts to the dragon mage. "Can you do me a favour? Destroy Drazhu's corpse. Completely. I don't want to see that thing anymore."

"And you!" Her attention turns to the Tunnel-Keep. "I see you still like attacking my friends!" God, she hated having to include Nathan in that, but for now it was necessary. "Drazhu's down, so he can't cover your ass. Not that he would, anyway! So, would you like to back the hell off, so we can all leave? Or do you just feel like dying? We'll handle it if you wanna die. Those zombies back there would be happy to as well. Or maybe Drazhu's gonna pop up and go 'Just kidding!' and tear out your guts."

"Like it or not, we're your best chance of living, so don't piss us off and stop attacking right now." Hopefully, the others would go along with it.
Parley, leverage of surviving and getting out: 2d6 + 2 ⇒ (6, 4) + 2 = 12
There's probably some other leverage that fits just as well, but this is what comes to mind. I'm after his cooperation, even if that's just "Stay back while we get us out".


M Wall-walker L:1.06 | d8 | A:1* | HP:6/16 | STR:+2 ~ DEX:+1 ~ CHA:+1 ~ WIS:0 ~ INT:0 ~ CON:-1

It's my "do crazy parkour" move. I just generally use it to get onto a wall because then Nathan has armor.

Hack and slash: 2d6 + 2 ⇒ (2, 2) + 2 = 6


Unnamed

I see what your doing sora. It makes sense. A few things have yet to play out. I'm not ignoring what you are trying to do. Though it would help if anyone else was supporting the idea of he has a chance to live. After all he did TERRIBLE things to you alll


Female Skyfolk Sky Dancer | Lvl 3 | XP 3 | HP: 18/18 | Armour - 2, not that you can reach me. | Damage 1d8 | STR 0 | DEX 2 | CON 0 | INT 1 | WIS 0 | CHA 2

...walkways? What? I think that wants an edit.


Unnamed

stupid iPhone. edited


Mage (Dragon) | Lvl 2 | XP 5 | HP: 19/19 | Armour 1 | Damage 1d4 | STR 0 | DEX 1 | CON 1 | INT 2 | WIS -1 | CHA 0

"I could destroy the body if you'd like... but I wonder if merely destroying it would do anything. Liches are known for things like that."

Spout Lore: 2d6 + 2 ⇒ (1, 3) + 2 = 6 to see what I know about liches, apparently not a lot

Himnon creates a ball of fire by his hand and thrusts it at Drazhu.

Cast a Spell: 2d6 + 2 ⇒ (1, 5) + 2 = 8

Your spell won't last long - you'll need to hurry to take advantage of it.
The casting saps your energy. You take -1 ongoing to INT until you have a few minutes to clear your head.

He then creates a second ball of fire.

"And, Tunnel Keep, I could do the same to you if that's what you want."

To help with parley, using racial move that lets me use a spell as leverage for parley.

Cast a Spell: 2d6 + 1 ⇒ (2, 5) + 1 = 8

Your spell won't last long - you'll need to hurry to take advantage of it.
Your spell affects either much more or much less than you wanted it to.


Female Skyfolk Sky Dancer | Lvl 3 | XP 3 | HP: 18/18 | Armour - 2, not that you can reach me. | Damage 1d8 | STR 0 | DEX 2 | CON 0 | INT 1 | WIS 0 | CHA 2

"I know. It's half the reason I want it dealt with in the first place. I can remember from when I still worked for him..."

Aid Himnon: 2d6 ⇒ (6, 1) = 7

The racial lets you use casting a spell as leverage for parley - as in, you can offer to cast something. You're not actually using magic to parley.


Mage (Dragon) | Lvl 2 | XP 5 | HP: 19/19 | Armour 1 | Damage 1d4 | STR 0 | DEX 1 | CON 1 | INT 2 | WIS -1 | CHA 0

Yes, I was parleying with what I said, not with the spell, but I'll fix the wording in the post.


Female Skyfolk Sky Dancer | Lvl 3 | XP 3 | HP: 18/18 | Armour - 2, not that you can reach me. | Damage 1d8 | STR 0 | DEX 2 | CON 0 | INT 1 | WIS 0 | CHA 2

If you're trying to Parley, then you should roll for that...or roll to aid if that's what you're doing. Whatever you're doing. I don't know.

Dark Archive

F Human Weather Witch 1 | HP:17 | Armor:1 | XP:7 | Damage:d4 | Str:0 | Dex:+2 | Con:+1 | Int:+2 | Wis:0 | Cha:-1 |

Back at camp, Shyness begins brewing.

Cauldron's Brew and Potion's Bubble: 2d6 ⇒ (4, 1) = 5

"Uh-oh."


Female Skyfolk Sky Dancer | Lvl 3 | XP 3 | HP: 18/18 | Armour - 2, not that you can reach me. | Damage 1d8 | STR 0 | DEX 2 | CON 0 | INT 1 | WIS 0 | CHA 2

Relax, Shy.

Cauldron's Brew and Potion's Bubble wrote:
When you have some downtime, you can brew up a potion - describe what it does. Brewed potions are 1-weight per 3 doses, and you get 3 doses per brew. Potion effects are always possible, but the GM will give you one to four of the following conditions:

Basically, just say what you want it to do, and Mini will give you the complications. No roll needed.


Mage (Dragon) | Lvl 2 | XP 5 | HP: 19/19 | Armour 1 | Damage 1d4 | STR 0 | DEX 1 | CON 1 | INT 2 | WIS -1 | CHA 0

Rolling to aid then.

Aid Sora: 2d6 + 1 ⇒ (3, 3) + 1 = 7


Unnamed

so Himnon you are threatening the tunnel keeper with fire, to make him believe that if he backs down you will let him live? Is that correct?


Mage (Dragon) | Lvl 2 | XP 5 | HP: 19/19 | Armour 1 | Damage 1d4 | STR 0 | DEX 1 | CON 1 | INT 2 | WIS -1 | CHA 0

Yes.


Female Skyfolk Sky Dancer | Lvl 3 | XP 3 | HP: 18/18 | Armour - 2, not that you can reach me. | Damage 1d8 | STR 0 | DEX 2 | CON 0 | INT 1 | WIS 0 | CHA 2

Something tells me we're going to have to waste some time on this a*&@***. He's not even worth it.

Dark Archive

F Human Weather Witch 1 | HP:17 | Armor:1 | XP:7 | Damage:d4 | Str:0 | Dex:+2 | Con:+1 | Int:+2 | Wis:0 | Cha:-1 |

No rolling? Seems so weird. But that would explain why it has no associated stat. Still trying to make Potions of Flight.

Cauldron's Brew and Potion's Bubble:
When you have some downtime, you can brew up a potion - describe what it does. Brewed potions are 1-weight per 3 doses, and you get 3 doses per brew. Potion effects are always possible, but the GM will give you one to four of the following conditions:
• Supplies are short - you only get 1 dose of your potion
• The potion's effects are delayed, and won't take effect until a short while after drinking
• The potion's effects fade quickly - the imbiber will need to hurry to get use out of it
• The potion has strange and unwanted side effects
• The potion is volatile, and will explode if dropped or treated roughly
• The potion smells and tastes horrible - the imbiber takes -1 forward
• You're missing an ingredient and will need to acquire it to finish the brew


Unnamed

Shyness sets up and begins to brew, while the chaos is happening back in the pits.

Before long a delightful smell begins to rise from the cauldron, it will have to simmer over night, but Shy succeeds with the following side effects.

Supplies are short-only because a gathering has not been done.
Potion is volatile-cause thats hilarious

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

Meanwhile Nathan, attempts to deflect and respond to the tunnel keeper's attack, he misses the parry and return strike take 1d8+2

The Tunnel keep hears the talk...We can talk if any of you are alive in a second. He dives down at the base of the throne, under Nathan's feet.

The buzzing escalates more, then the pentagram explodes in a flash of light. Nathan and the Tunnel Keep are safe behind the throne, as is Reno who is in the other room.

The light roars out seeming to sink into every living things skin and bones...you all feel something tugging at your very soul, as if it is pulling at it.

What do you do?


M Wall-walker L:1.06 | d8 | A:1* | HP:6/16 | STR:+2 ~ DEX:+1 ~ CHA:+1 ~ WIS:0 ~ INT:0 ~ CON:-1

Wide open: 1d8 + 2 ⇒ (5) + 2 = 7 The wall-armor has to do with movement, and I don't think it counts here.

"Hey, so... Truce until that hocus pocus is done? I mean... Nothing personal. I'd have let you in if you weren't swinging that thing around. That's clearly why you didn't get hurt. I thought we had a thing! Otherwise, I've gotta keep harassing you, and that sounds annoying. You know me and effort." He gives the big man a plaintive expression.

Parley?: 2d6 + 1 ⇒ (3, 2) + 1 = 6
Note to self: 7th XP if it counts.


Unnamed

No need to make the roll for this Nathan. Thats good enough for the moment. But if you want that XP...I'm happy to add a complication


Female Skyfolk Sky Dancer | Lvl 3 | XP 3 | HP: 18/18 | Armour - 2, not that you can reach me. | Damage 1d8 | STR 0 | DEX 2 | CON 0 | INT 1 | WIS 0 | CHA 2

Please don't mess with my work for XP. I'm begging you. I'll ruin your hat!


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M Wall-walker L:1.06 | d8 | A:1* | HP:6/16 | STR:+2 ~ DEX:+1 ~ CHA:+1 ~ WIS:0 ~ INT:0 ~ CON:-1

Oh Gods, not the hat!


Mage (Dragon) | Lvl 2 | XP 5 | HP: 19/19 | Armour 1 | Damage 1d4 | STR 0 | DEX 1 | CON 1 | INT 2 | WIS -1 | CHA 0

Himnon tries to figure out what's happening and what he can do to stop it.

Spout Lore: 2d6 + 1 ⇒ (6, 2) + 1 = 9


Unnamed

Himnon realizes his soul is being sucked away. How to stop it? Get out of the way of the blast, barring that? No one knows. i.e. Try something


Female Skyfolk Sky Dancer | Lvl 3 | XP 3 | HP: 18/18 | Armour - 2, not that you can reach me. | Damage 1d8 | STR 0 | DEX 2 | CON 0 | INT 1 | WIS 0 | CHA 2

Sora tries to make her way back through the door, making use of the wedge that several zombies have managed to form.

Fly awaaaaay!: 2d6 + 2 ⇒ (2, 2) + 2 = 6
This...was a really bad time for a bad roll.

Sadly, the light is obscuring her vision, sending her a little off course...

Dark Archive

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F Human Weather Witch 1 | HP:17 | Armor:1 | XP:7 | Damage:d4 | Str:0 | Dex:+2 | Con:+1 | Int:+2 | Wis:0 | Cha:-1 |

Shyness sings a quiet ditty as she works, almost under her breath. Her tone is upbeat; the imagery less so.

"Double, double toil and trouble;
Fire burn, and cauldron bubble.
Throw in some web of spider,
To brew this delicious cider.
Bake in the wings of a butterfly
Maybe they won't fall out of the sky.
"


Mage (Dragon) | Lvl 2 | XP 5 | HP: 19/19 | Armour 1 | Damage 1d4 | STR 0 | DEX 1 | CON 1 | INT 2 | WIS -1 | CHA 0

Himnon tries to run away from the pentagram before his soul leaves him.

Defy Danger (Dex): 2d6 + 1 ⇒ (5, 4) + 1 = 10

Is aiding acceptable here? And did Amaranth's hitting the pentagram weaken it at all?


Unnamed

amaranths hitting the pentagram is what caused this mess. The ritual basically short circuited. I will allow an aid, but considering its an explosion if you attempt to aid you take -1 on your own defy danger...muahahahahaha


M Wall-walker L:1.06 | d8 | A:1* | HP:6/16 | STR:+2 ~ DEX:+1 ~ CHA:+1 ~ WIS:0 ~ INT:0 ~ CON:-1

Not for nuthin' but won't he get involved in Sora's 7-9 anyway if he aids?


Female Skyfolk Sky Dancer | Lvl 3 | XP 3 | HP: 18/18 | Armour - 2, not that you can reach me. | Damage 1d8 | STR 0 | DEX 2 | CON 0 | INT 1 | WIS 0 | CHA 2

Nathan has a point. We don't even know what he's doing to aid anyway. It's one thing if he's taking extra time or whatever, but as it's set up I really just need someone to yell at me where I'm going. He hasn't stated what he's doing, let alone rolled - it's worth checking what he's doing before you punish him for it.


Unnamed

well im being a bit of a hard a$$ on this because you had tons of warning. Everyone ignored the buzzing and light getting brighter and louder for two rounds so you get little sympathy. If you want to take a moment to aid someone you will take -1 on your own Defy Danger. Even if it is pausing for a fraction of a second to say "hey move to the left" its a pause. Again this is an explosion, a fraction of a second is a long time in an explosion.


Unnamed

and to answer nathan, he may or may not. if he dives and tackles Sora out the door, then yes, if he yells directions, then does his own thing, then he will be dealing with his own 7-9


Male Half-Elf Paladin 2 | 25/25 HP | 1 Armor | Visual status: Haggard | 3 XP | +2 Str | +0 Dex | +1 Con | -1 Int | +0 Wis | +1 Cha | Load: 1/12 Weight

Having disposed of the zombies, eventually, I will be running up to join the others in the room; helping as I can. Am I in time to attempt an Aid roll on Sora?

If so,: 2d6 + 1 ⇒ (1, 4) + 1 = 6

Crap...hope not...


Unnamed

luckily for you you are not.


Mage (Dragon) | Lvl 2 | XP 5 | HP: 19/19 | Armour 1 | Damage 1d4 | STR 0 | DEX 1 | CON 1 | INT 2 | WIS -1 | CHA 0

While fleeing the pentagram, after seeing Sora turning the wrong direction, Himnon pulls her with him to outside the pentagram.

Aid: 2d6 + 1 ⇒ (2, 5) + 1 = 8


Golem (Fire) | Lvl 2 | XP 6 | HP 17/25| CON +1 STR +1 DEX +2 INT +0 WIS -1 CHA +0 |

Amaranth looks upon the result of her actions, all her newfound allies endangered. She feels her life essence being drained as her flames flicker. I'm sorry.. Ah... I thought... I didn't think... she stammers on as she sits in the middle of the circle. Frozen in a messy mixture of shame and fear.


Unnamed

There is a rush of chaotic movement as the pentagram explodes in necromantic energy.

The blast catches Nathan as he peeks over, he screams as a mist is torn out from his eyes, and his body deflates slightly, he crumples to the ground dead.

Amaranth slumps to the floor in self pity and despair, the explosion tears at her soul, tearing it out of her 2d10 take the higher, ignores armor

Himnon grabs Sora, and winds up gliding with her out the door, just as the explosion flashes. it pulls on them slightly, but not nearly as strongly as those remaining in side 2d8 take the lower

Once it fades the Tunnel Keep staggers out, looking slightly deflated. He throws down his weapons. OK you win. I surrender. Just so you know Drahzu is gonna get up in a moment. I've seen this before. No one has ever killed him twice, so I dunno what will happen if you kill him again. But I'm done.

What do you do?

----------

Outside the fire crackles and the cauldron simmers, sending up delightful smells. Back from where you came from there is a flash of light. Then the night returns.

What do you do?

Dark Archive

F Human Weather Witch 1 | HP:17 | Armor:1 | XP:7 | Damage:d4 | Str:0 | Dex:+2 | Con:+1 | Int:+2 | Wis:0 | Cha:-1 |

Shyness interrupts her stirring to look at Ysolde. "Should we...? No, no, of course you're right. The decision has been made and they'll either meet us here or they won't. Right?" Her tone remains cheery, just as it was during her singing.


Mage (Dragon) | Lvl 2 | XP 5 | HP: 19/19 | Armour 1 | Damage 1d4 | STR 0 | DEX 1 | CON 1 | INT 2 | WIS -1 | CHA 0

Damage: 2d8 ⇒ (7, 7) = 14 7

Himnon's soul gives him some pain, but he remains alive.

He turns to everyone else. "What do you suggest we do? We could kill him again and again, but that would wear us out if he kept appearing. But we only came here to kill him in order to help the other slaves, and letting him live again would do nothing for them."


Unnamed

nudge, I would accept a spout lore on this, for more information about this specific issue now that you have been given specific info that might jog your memory

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