Dungeon world Exiles (Inactive)

Game Master Elsine


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Tera

The nightwing was not expecting to face another flyer, and was unprepared for your sudden attack. It's body slides off your sword, and falls to the glade.

The other two nightwings circle you, waiting for you to give them an opening. what do you do?

Vanadin

Nightwings are creatures of shadow, with razor-sharp wings, and cruel, barbed talons. you were assailed by one several days ago, while standing watch. they are incredibly fast (only Flicker's arrows were fast enough to connect.) the creature was very vulnerable to the light, and Jimmy ended the encounter by striking it with a torch. It is vlnerable to light and fire. what do you do?

Varis

Shadow magic is hard to guard against, and as the Nightwings are animated by shadow, it would be difficult to get a barrier against them.

Fortunately, there is an available source of luminous magic. you could erect a barrier against them if you could draw on Flicker's power. Using one of your options to say you will need help from Vanadin

Silvia

You sense the malevolent force watching you shift somehow, but nothing happens. what do you do?

Gorn

The singing sword of the Aquillion kings goes just wide, and one of the hellspawn lunges forward, teeth sinking into your shoulder. the other beast, a coward unwilling to face your steel, retreats away from you, and lunges forward with it's tail, giving you another dose of poison. what do you do? 1d6+2 damage, poisonous


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Changeling Beguiler | Lvl 2 | XP: 0 | HP: 13/18 | Armor 0 | 1d6 | STR -1 | DEX +2 | CON 0 | INT 0 | WIS +1 | CHA +2-1

The changeling smiles savagely to herself as the thing responds to her voice. Only one thing to try now. Silvia's lungs contort in ways no mortals were ever meant to move. A throbbing resonance builds, fae magicks moving swiftly along her ribcage.

Hypnotic Command: 2d6 + 2 ⇒ (3, 6) + 2 = 11

"I said, Reveal Yourself Right Now!"


Wizard 2 (1/9 XP) | HP 17/17 | S+0, D+1, C+1, I+2, W+0, C-1 | -1 ongoing (cast a spell)

Vanadin, I think I can create a barrier between us and those creatures but it would require that magical light you bear, Varis says hurriedly, Let us not split our effort between the sky and these wolf-creatures.

Maybe this could be an aid roll too?


Lantern 2 (15/16 hp, 1 armor, d6 damage, 4/9 xp) (Str +1, Dex +0-1, Con +0, Int +2, Wis -1, Cha +2) (Happy Thoughts ●●○○○)

"Right. Tell me when. " Vanadin replies, moving to stand shoulder to shoulder with Varis. As the elf casts his spell, Flicker moves to swirl around the Varis' head, and Vanadin finds his voice adding a clear, low tone that draws the firelight into the mage's spell as well.

Adding a little more flavor, since this sounds similar to Vanadin's Bend the Light as well.
Slightly confused on the mechanics of the interaction with Varis; it seems like The 7-9 options don't apply if he gets a 10+ on his roll. Perhaps if Varis gets a 7-9, the "someone's help" option means Flicker's presence is required to sustain the barrier, but a 10+ would mean it's available for Light Weaponry immediately after the casting? Rolling Aid, but DM's call if it applies, or if the help is just a necessary prerequisite.

Aid roll:
Aid Varis: 2d6 + 1 ⇒ (1, 2) + 1 = 4
Let me know if I mark XP for that.


Wizard 2 (1/9 XP) | HP 17/17 | S+0, D+1, C+1, I+2, W+0, C-1 | -1 ongoing (cast a spell)

Cast Spell: 2d6 + 2 + 1 ⇒ (6, 6) + 2 + 1 = 15

Varis creates a visible dome of light that he sends into the tress with a wave of his arms to block the creatures from entering the forest for a period of time, There. It's not forever, but it will hold for quite some time.

I just suggested the aid roll because we were working together. I think technically the aid is supposed to be done before the roll to give the +1 bonus.


2.7 (Cleric 1.0 (-1)) Sky Dancer | 17/19 | d8 | Def Hold 3 | AC 2 | Str 0 | Dex 2 | Con 1 | Int -1 | Wis 2 | Cha 0 | Spells: Light, Sanctify, Guidance, Cure Light, Bless | Good Omens: ●●○○○

As Tera notices the dome of light, he briefly taunts the nightwings and then drops like a stone towards the forest floor.

If necessary:

Leaf on the Wind: 2d6 + 2 ⇒ (1, 3) + 2 = 6

Let me know if I mark xp.

Silver Crusade

Init:+3 | Perc: +5| Insp = | +5/d8+3|Shillelagh| Berries: | Shape: 2/2|W:+6 D:+4 C:+4 Druid 3 {Circle of the M00n}| AC 16 | HP 27/27 | 1st: 3/4 2nd: 2/2

I can't find anything on poisonous. Does it ignore armor? Do I need another DD? If so, then rolls:

poison damage!: 1d6 + 2 ⇒ (1) + 2 = 3
Defy Danger Con!: 2d6 + 1 ⇒ (3, 2) + 1 = 6

Gorn rips the gnawing fiend from his shoulder and throws it against a tree. "Wretched curs! Would that I had time to kill again for all the anguish you have caused. But I guess once shall have to be enough!" he spits, his mighty blade darting in, seeking the thing's vital inners.

HackSlash!: 2d6 + 2 ⇒ (5, 5) + 2 = 12
With the pain he doesn't like it! AP2: 1d10 + 1 ⇒ (5) + 1 = 6


Silvia

As you wish.

whatever force you have just commanded, you feel it obey... with surprisingly little struggle. what do you do?

Varis and Vanadin

I actually confuse Varis' playbook with the MAge, which has to make a choice even on a 10+

Your barrier will hold back the nightwings.. though it evidently does nothing to cushion falls. Meanwhile, Gorn is embattled, what do you do?

Tera

as you hang there, waiting for the nightwings to make their move, you see a large figure moving away from a large hill. it will be there in a few minutes.

Unfortunately, this distraction makes your escape a little... hastier than you wanted. You have been relying on the belt to make landings smoother for too long. You land hard 1d8 ignores armour. what do you do?

Gorn

You have deduced entirely correctly.

You drive your blade deep into the belly of the beast, a blow that would have killed any living creature... however, this beast wins free of your blade, and moves back to tear at your flesh again. it's fellow moves to flee. what do you do?


Lantern 2 (15/16 hp, 1 armor, d6 damage, 4/9 xp) (Str +1, Dex +0-1, Con +0, Int +2, Wis -1, Cha +2) (Happy Thoughts ●●○○○)

"Nice" Vanadin days to Varis, before he returns his attention to the beasts Gorn is facing. He moves to flank them as Flicker returns to its protective spinning, then launches a series of low, sweeping strikes at the creature's legs.

Hack and Slash: 2d6 + 1 ⇒ (6, 1) + 1 = 8
Damage: 1d6 ⇒ 3

To verify: don't mark XP for the 6- on the aid roll?


2.7 (Cleric 1.0 (-1)) Sky Dancer | 17/19 | d8 | Def Hold 3 | AC 2 | Str 0 | Dex 2 | Con 1 | Int -1 | Wis 2 | Cha 0 | Spells: Light, Sanctify, Guidance, Cure Light, Bless | Good Omens: ●●○○○

Tera lands hard, and attempts to play it off as if it was intentional.

Self Inflicted Wounds: 1d8 ⇒ 8

Something big coming this way!

He rises into the air and swoops down at Gorn's target from behind.

H&S: 2d6 + 2 ⇒ (4, 6) + 2 = 12

Damage: 1d8 ⇒ 4


Wizard 2 (1/9 XP) | HP 17/17 | S+0, D+1, C+1, I+2, W+0, C-1 | -1 ongoing (cast a spell)

Spout Lore: 2d6 + 2 ⇒ (5, 4) + 2 = 11

Varis looks at the battle with the unnaturally resilient creature. How might this be possible?

Silver Crusade

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Init:+3 | Perc: +5| Insp = | +5/d8+3|Shillelagh| Berries: | Shape: 2/2|W:+6 D:+4 C:+4 Druid 3 {Circle of the M00n}| AC 16 | HP 27/27 | 1st: 3/4 2nd: 2/2

"Foul cur! You shall by my STEEL yet this day!" Gorn yells as the creatures stubbornly refuses to die from the deep, cleaving blow.

But out of the corner of his eye Gorn sees both Vanadin and Tera maneuvering for a combining flank. He decides to net the whole bag and leave them the glory of their intended kill.

"So, it seems you will fall to steel, but not by mine. Die well!" he calls, sprinting, faster than a man so large should be able, to catch up with the beast's fleeing companion.

"COWARDS DIE IN SHAME!" he yells, launching an over-head thrust at the retreating back!

Hack and Slaaaaaaaaaaaaaaaaaaaaaaaash!: 2d6 + 2 ⇒ (5, 5) + 2 = 12
Dam(you)age!! AP2: 1d10 + 1 ⇒ (5) + 1 = 6


Vanadin

your quarterstaff cracks open the beasts skull, rotting gray matter spills out onto the ground. flicker scorches the stuff as the beast goes limp. you have a brief moment of peace, but you can hear something big coming, what do you do?

Tera and Gorn

The blade of the Aquilion kings, and Tera's blade both strike the fleeing beast, loping off the legs and the top of the skull respectively. neither of you is sure who struck the killing blow (or perhaps you are both sure it was yourselves...) but the beast is certainly dead. in the distance, you hear footsteps approach, heavy footfalls... what do you do?

Varis

That creature is a construct, created from varied corpses and animated by magic. They are able to take much more punishment than any living thing, because the animating force is (usually) not tied to any particular part of the body. this also means that whatever commands these beings has magical ability, and access to a moderately powerful source of magic. What do you do?


2.7 (Cleric 1.0 (-1)) Sky Dancer | 17/19 | d8 | Def Hold 3 | AC 2 | Str 0 | Dex 2 | Con 1 | Int -1 | Wis 2 | Cha 0 | Spells: Light, Sanctify, Guidance, Cure Light, Bless | Good Omens: ●●○○○

How many of the constructs are we still facing. Three?


Lantern 2 (15/16 hp, 1 armor, d6 damage, 4/9 xp) (Str +1, Dex +0-1, Con +0, Int +2, Wis -1, Cha +2) (Happy Thoughts ●●○○○)

I believe we're at 3 down, 2 to go, but those two are blocked by the tree you knocked over. How big is the fire Varis created - are we in imminent danger of crispification, and is this section of forest likely to still be here tomorrow?

Silver Crusade

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Init:+3 | Perc: +5| Insp = | +5/d8+3|Shillelagh| Berries: | Shape: 2/2|W:+6 D:+4 C:+4 Druid 3 {Circle of the M00n}| AC 16 | HP 27/27 | 1st: 3/4 2nd: 2/2

"HoooooooooOOOOOOOOOOOOO!" Gorn sings the song of the ancient kings as his blade fells the foul creature. "Ha! Take that misbegotten son of a cur! Well struck, Tera! No evil spawn from the pits of Hell can stand against honest hearts and strong STEEL!

But harken! Another low beast stalks us. Beseems their papa is come, wondering where his sons have gone, and fearing how many now forever sleep beneath the emerald canopy!

Gather round, all ye of stout hearts! Form up in semi-circle! An' it charges, I shall advance and seep the venom from its steps, and the lot of you shall pounce upon it from every side.

Vanadin, you shall have an EPIC TALE to sing of our GLORIOUS DEEDS in the taverns this night! I hope your lute is well-strung for all the ales they will pour to keep thy throat well slaked!"

Gorn tries to see what direction the beast will come from so he might best engage it in GLORIOUS COMBAT!

Discern Realities!: 2d6 + 1 - 1 ⇒ (3, 5) + 1 - 1 = 8
What is about to happen?


Changeling Beguiler | Lvl 2 | XP: 0 | HP: 13/18 | Armor 0 | 1d6 | STR -1 | DEX +2 | CON 0 | INT 0 | WIS +1 | CHA +2-1

"W-What he said!" Chimes Silvia, darting from the undergrowth to slide in next to Gorn. "Gorn, be sure to draw it out completely so we can fl- Be sure to kill it real good, ok?"

Aiding Gorn in... Gorning: 2d6 + 1 ⇒ (4, 6) + 1 = 11


Lantern 2 (15/16 hp, 1 armor, d6 damage, 4/9 xp) (Str +1, Dex +0-1, Con +0, Int +2, Wis -1, Cha +2) (Happy Thoughts ●●○○○)

"I don't even have a lute!" grumbles Vanadin, but he moves up and finds a position on Gorn's right flank, using a tree as cover from the approaching steps.

Silver Crusade

Init:+3 | Perc: +5| Insp = | +5/d8+3|Shillelagh| Berries: | Shape: 2/2|W:+6 D:+4 C:+4 Druid 3 {Circle of the M00n}| AC 16 | HP 27/27 | 1st: 3/4 2nd: 2/2

"HaHaHA!" Gorn chuckles heartily. "Ah, you bards are all the same. Very good! Well said! Yes, yes, thy lute or pipes or lyre or whatever you call your tools of trade! Or did you think I was insulting your dulcet voice by assuming that it required accompaniment? Ah, my greatest apologies! I shall tell all the tavern that your first song will be unaccompanied to make up for my error."


Wizard 2 (1/9 XP) | HP 17/17 | S+0, D+1, C+1, I+2, W+0, C-1 | -1 ongoing (cast a spell)

Cast Spell: 2d6 + 2 ⇒ (6, 1) + 2 = 9

Dispell a magical effect, take damage in the process.

Damage: 1d8 ⇒ 2

Varis is able to pull at the strings of dark magic tying this body together, unraveling the spells and hexes and taking the false life given to one of these creatures. But while Varis knows of the dark magic use, he has little experience and the small contact his ethereal hands make disconnecting threads is enough for the dark magic to tear parts of him away at the seams.

When Varis is done, his fingernails on a few fingers of his right hand are yellow and he cannot feel them. Hopefully the sensation goes soon.


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Sorry, kept meaning to update, then forgetting

Vanadin

The construct's wither away, the shadow-runes that held them together undone by your magic. However, you sense powerful magic not far away, the kind of magic you prefer to be quite far away. What do you do?

Silvia, Vanadin, and Tera

you brace yourselves for the next fight, but the two who were cut off by Tera's tree... but they do not come. Instead, a part of the canopy is sheared away but some appendage, revealing a twisted beast.

it's body is apparently human, though very large for a human, but with six arms. the top two are unencumbered, the bottom two wield cleaving blades, and the central pair wield a long chain, with manacles on the end. behind it rise three... tails.two end on sharp, wickedly curved protrusions of bone, the central one in a two-pronged stabbing point.

the entirety of it's body seems to be covered in faint purple runes, and it's unencumbered hands are adorned with the rings and bangals typical of a mage. What do you do?

Gorn

The beast show itself at last, with six limbs, three weapon-ed tails, and magic imbued into it's very essence. You have never seen anything so malevolent, so truly evil. The beast, like some other undead of legend, has taken to augmenting it's own form with the parts of it's victims.

You know your own flesh is strong as STEEL, and you have no doubt that it willl try to chop you up, and add that flesh to itself. Tera's wings would also be quite a prize for the beast, so it will likely try to chop him up too.

but the chain tells you that it takes prisoners... why you could not say. but it will likely try to drag one of your allies away into the night. probably the bard or the Whatever it is Gonr is convinced Silvia is.

but to do any of this, it will have to go through YOUR STEEL! What do you do?


2.7 (Cleric 1.0 (-1)) Sky Dancer | 17/19 | d8 | Def Hold 3 | AC 2 | Str 0 | Dex 2 | Con 1 | Int -1 | Wis 2 | Cha 0 | Spells: Light, Sanctify, Guidance, Cure Light, Bless | Good Omens: ●●○○○

Do the nightwings still circle above?

We are not getting paid enough for this.

Tera takes off to a height just below the magic shield. At this distance, he searches the beast for any possible weak points.

Discern Realities: 2d6 + 1 + 1 ⇒ (6, 1) + 1 + 1 = 9

Useful or valuable.


Lantern 2 (15/16 hp, 1 armor, d6 damage, 4/9 xp) (Str +1, Dex +0-1, Con +0, Int +2, Wis -1, Cha +2) (Happy Thoughts ●●○○○)

"Not remotely enough," Vanadin agrees with Tera. His hands tighten on the staff. He's going to charge, isn't he? Of course he is. Vanadin matches Gorn's movements, trying to keep an eye on all the beast's many limbs.

Defend Gorn: 2d6 ⇒ (5, 3) = 8

Silver Crusade

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Init:+3 | Perc: +5| Insp = | +5/d8+3|Shillelagh| Berries: | Shape: 2/2|W:+6 D:+4 C:+4 Druid 3 {Circle of the M00n}| AC 16 | HP 27/27 | 1st: 3/4 2nd: 2/2

Gron twists his sword--a heavy hand-and-a-half bastard sword that would be difficult for a man to swing one-handed, but he wields it easily as a long dagger--in a circle, clearing the sharp blade of entrails and gore. A low, guttural chuckle escapes his throat as he addresses the terrible thing.
"I see the fear you have inside, you can run but never hide!
I will hunt you down and tear you limb from limb!
Nothing shall remain, not your memory, your name!
It will be as though you never, ever lived.

WAAAAAAAAAAAAAAAAGGGGGGHHH!" He cries as he charges the best, his STEEL held high!

HAAAAAAAAAAAAAAAAAAAAAAAAACKandSlash: 2d6 + 2 ⇒ (6, 2) + 2 = 10
DAAAAAAAAAAAAAAAAAAAAAAAAAAmage, AP2: 1d10 + 1 ⇒ (1) + 1 = 2


Wizard 2 (1/9 XP) | HP 17/17 | S+0, D+1, C+1, I+2, W+0, C-1 | -1 ongoing (cast a spell)

Is the source I sense the same as the behemoth Gorn is fighting?


you really hope!(yes)


Wizard 2 (1/9 XP) | HP 17/17 | S+0, D+1, C+1, I+2, W+0, C-1 | -1 ongoing (cast a spell)

Varis hangs out out of the way in the darkness using magic to see as clear as he could any other time, he takes time to assess what this greater construct is.

Discern Realities: 2d6 + 0 ⇒ (4, 2) + 0 = 6

Hey! My First XP! ಠ_ಠ


2.7 (Cleric 1.0 (-1)) Sky Dancer | 17/19 | d8 | Def Hold 3 | AC 2 | Str 0 | Dex 2 | Con 1 | Int -1 | Wis 2 | Cha 0 | Spells: Light, Sanctify, Guidance, Cure Light, Bless | Good Omens: ●●○○○

I'd Aid, but I'm not much in the "seeing magic" department.


Wizard 2 (1/9 XP) | HP 17/17 | S+0, D+1, C+1, I+2, W+0, C-1 | -1 ongoing (cast a spell)

I think I'm pretty explicitly creeping in the shadows, so I don't think aid is likely to make sense.


Tera
yes, the nightwings are still above... waiting for the barrier to fail.

Useful or valuable... the fire is still around, there's dry pine everywhere, and you know that most undead have a deep-set aversion to fire. If you could scavenge a makeshift torch, it could perhaps aid you in defeating the monster.

Vanadin

as you step forward, resolutely protecting Gorn, Flickers shines with burnt-gold light, and indicates their wish to assume the Arrow form. you can feel the loathing they have for this thing. what do you do?

Gorn

The monster's bulk belies it's speed, and it evades the worst of your blow. perhaps this thing is a worthy opponent... but come morning, the village shall be safe. Your blade has tasted its flesh, and it will not escape!

The beast unleashes a horrific shriek, and through some fell magic invites fear into your heart of steel. what do you do? That's a DD to stay in melee range of this thing... gotta love that terrifying tag.

Varis

You study the monster, trying to understand the sigils. Some complex shadow-spell is woven into its form, but you have not completely deciphered it, when a crack from the forest to the side ells you, a moment too late, that one of the Aswang-hounds survived. you see it just as its venomous tail connects with your side, just under your ribs. What do you do? 1d6+1, and you are poisoned, unless you dd+Con


Lantern 2 (15/16 hp, 1 armor, d6 damage, 4/9 xp) (Str +1, Dex +0-1, Con +0, Int +2, Wis -1, Cha +2) (Happy Thoughts ●●○○○)

Vanadin gives Flicker an annoyed look as the little light tries to knock the staff from his hand, but the beast's shriek changes his mind quickly. Abandoning the Defend hold. He stumbles backwards, and the light leaps into a now-empty hand; he draws back on the string, and lets a glowing arrow fly.

Volley: 2d6 ⇒ (1, 4) = 5
Damage, 2 piercing: 1d6 ⇒ 1

So much for the glowing bow...again! :P


Wizard 2 (1/9 XP) | HP 17/17 | S+0, D+1, C+1, I+2, W+0, C-1 | -1 ongoing (cast a spell)

DD(Con): 2d6 + 1 ⇒ (2, 2) + 1 = 5

Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Varis is caught off-guard in the woods, but luckily kept an antitoxin despite the hard blow. He retreats deeper in and drinks the bottle while trying to regain his senses.


2.7 (Cleric 1.0 (-1)) Sky Dancer | 17/19 | d8 | Def Hold 3 | AC 2 | Str 0 | Dex 2 | Con 1 | Int -1 | Wis 2 | Cha 0 | Spells: Light, Sanctify, Guidance, Cure Light, Bless | Good Omens: ●●○○○

Tera has no way to make fire. So he does the next best thing. Kill it with fire!

Then he swoops down to strike Varis' assailant.

H&S: 2d6 + 2 ⇒ (2, 6) + 2 = 10

Damage: 1d8 ⇒ 8

Silver Crusade

Init:+3 | Perc: +5| Insp = | +5/d8+3|Shillelagh| Berries: | Shape: 2/2|W:+6 D:+4 C:+4 Druid 3 {Circle of the M00n}| AC 16 | HP 27/27 | 1st: 3/4 2nd: 2/2

Sorry, DD which? Wis? Int? ...Cha? What, I dunno, they use Cha for more and more things every year. I can hardly keep up with it. One campaign I'm in has an Oracle using Cha instead of strength when throwing starknives. Hows does that even work?? =P Oh, I'll just use Wis so I don't hold the game up and we'll go from there.

DD Wis!: 2d6 - 1 ⇒ (3, 1) - 1 = 3

Between his hit on the head earlier and the unnatural shriek of the beast now, 'tis too much for even the stout warrior. Clutching his head and shutting his eyes Gorn jogs back, back aways from the terrible thing! begging off a moment's pause to recollect himself and let the forest stop spinning.


Vanadin

Flicker has more enthusiasm than aim... or perhaps that tree branch had it coming. either way, the two pronged tail flies down at you, and you dodge, forward (the only direction that doesn't have death right there.

unfortunately, you remember the chain a moment too late, as it wraps around your leg (Hurts like hell). what do you do?

Varis & Tera

The Aswang-hound goes down, hard, and the antitoxin will save Varis from an unpleasnat death... but the venom is still potent, and even with an antidote administered so quickly, it's effects can be felt.

perhaps the most tangible effect of it is the dissolution of the barrier. The nightwings will descend soon, what do you do?

Gorn

Sometimes, I will ask for a specific stat for DD. other times, I will leave it for the player to justify. for instannce, if you had gone for cold setachment fromemotion, it could have been Int, or if you had roared back a challenge, or battle cry, it could have been CHA. for future reference

back a bit, you recover your wits, just barely. the creature presses it's attack, however, and one of it's tails are scything toward you, carving through the underbrsh. what do you do?

DD+a physical stat


2.7 (Cleric 1.0 (-1)) Sky Dancer | 17/19 | d8 | Def Hold 3 | AC 2 | Str 0 | Dex 2 | Con 1 | Int -1 | Wis 2 | Cha 0 | Spells: Light, Sanctify, Guidance, Cure Light, Bless | Good Omens: ●●○○○

Varis, help me with these birds, then we can attack from above.

As he notices the barrier fall, Tera continues upwards towards the nearest nightwing.

H&S: 2d6 + 2 ⇒ (2, 6) + 2 = 10

damage: 1d8 ⇒ 3

The nightwing lives, and the two grapple in the air. Tera begins pecking viciously at its face with his beak.

H&S (round 2): 2d6 + 2 ⇒ (6, 5) + 2 = 13

damage: 1d8 ⇒ 3


Lantern 2 (15/16 hp, 1 armor, d6 damage, 4/9 xp) (Str +1, Dex +0-1, Con +0, Int +2, Wis -1, Cha +2) (Happy Thoughts ●●○○○)

"Flicker, get the staff" Vanadin grunts out through clenched teeth. He reaches down and tries to quickly unwrap the heavy chain from around his leg.

Defy Danger Str: 2d6 + 1 ⇒ (1, 3) + 1 = 5

Uh oh.

Silver Crusade

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Init:+3 | Perc: +5| Insp = | +5/d8+3|Shillelagh| Berries: | Shape: 2/2|W:+6 D:+4 C:+4 Druid 3 {Circle of the M00n}| AC 16 | HP 27/27 | 1st: 3/4 2nd: 2/2

Gorn shakes his head again, and the battlerage reasserts itself with vigor. His eyes rim red with bloodlust and he once more unto the fight goes with STEEL held high.

As the beast's sharp tail races toward his heart, Gorn screams a war-cry and swings his broad oaken shield...

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

..SMASHING it aside! His path forward now clear of the creature's counter-attack, he charges forward, his blade lancing for the horror's vitals!

HACKandSLASH!!: 2d6 + 2 ⇒ (6, 3) + 2 = 11

Damage!! AP2: 1d10 + 1 ⇒ (10) + 1 = 11

Tera -thinks- he can hear Gorn's blade go 'snicker-snack', but it's hard to be sure.


Gorn

your valiant charge forces the monster backward... with your friend in tow. The monster's flesh has been badly rent, and the magical energy holding it together swirls around the wound.

one of its arms burns with black fire, and reaches for you. what do you do?

Vanadin

The beast draws in the chain, sending you prone and almost upside down, and it brings around its cleaving blades to you. you have maybe a moment to act, what do you do?

Tera

As you cut down your opponent, the remaining nightwing dives toward you... meanwhile the monster still engages with your allies on the ground. what do you do?


Lantern 2 (15/16 hp, 1 armor, d6 damage, 4/9 xp) (Str +1, Dex +0-1, Con +0, Int +2, Wis -1, Cha +2) (Happy Thoughts ●●○○○)

Vanadin calls Flicker back as he struggles to avoid the oncoming blades, hoping the light will distract the monster...or at least slow the blades.

Shield of Light for the armor, and then not sure if trying to dodge/deflect the blades would be Defend or a Dex Defy.

Defend or Defy Dex: 2d6 ⇒ (5, 1) = 6

Guess it doesn't matter which :p


Well, on the bright side, you level up... if you survive this.


Changeling Beguiler | Lvl 2 | XP: 0 | HP: 13/18 | Armor 0 | 1d6 | STR -1 | DEX +2 | CON 0 | INT 0 | WIS +1 | CHA +2-1

As the creatures arm bursts into evidently eldritch flame, Silvia narrows her eyes. Surely she's seen this before, or at least, something like it...

Discern Realities: 2d6 + 1 ⇒ (1, 3) + 1 = 5

Or not.

Silver Crusade

Init:+3 | Perc: +5| Insp = | +5/d8+3|Shillelagh| Berries: | Shape: 2/2|W:+6 D:+4 C:+4 Druid 3 {Circle of the M00n}| AC 16 | HP 27/27 | 1st: 3/4 2nd: 2/2

Well drenched in the heat of red battle, Gorn thrusts his STEEL at the flaying limb!

HACKANDSHASH!!: 2d6 + 2 ⇒ (4, 5) + 2 = 11
DAMAGE!!! AP2: 1d10 + 1 ⇒ (6) + 1 = 7

Sinew and gore are thrown in every direction as the blade strikes true!


2.7 (Cleric 1.0 (-1)) Sky Dancer | 17/19 | d8 | Def Hold 3 | AC 2 | Str 0 | Dex 2 | Con 1 | Int -1 | Wis 2 | Cha 0 | Spells: Light, Sanctify, Guidance, Cure Light, Bless | Good Omens: ●●○○○

Ah, I could have sword I was caught up here.

Tera turns to face the oncoming nightwing, shield raised to take its initial strike and sword ready for a counterattack.

H&S: 2d6 + 2 ⇒ (4, 6) + 2 = 12

Damage: 1d8 ⇒ 8

Huzzah!

With the skies clear, Tera takes a moment to oversee the battlefield.

I've got a bad feeling about this: 1) Where's my best way in, out, or through?
2) What can I see that no one else can?


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Wizard 2 (1/9 XP) | HP 17/17 | S+0, D+1, C+1, I+2, W+0, C-1 | -1 ongoing (cast a spell)

Aid(Vanadin): 2d6 + 1 ⇒ (4, 2) + 1 = 7

Varis, head still spinning from the poison, fails to hear Tera but sees Vanadin's predicament and thinking of Zadrian's predictions attempts to push him clear from the massive claws of the beast.


Vanadin

You can either take an atack, and be free, or take a defend hold, and hope that gorn or silvia or Tera (or varis, but he's got his own stuff going on. either way, 1d10+2, piercing 1 messy, coming at you.

Silvia

Fun fact about eldritch flame.... it hurts like hell. the beast lobs an orb of black fire at you, catching you in the torso. it burns you, and worse, seems to be taking to your clothing... what do you dp 1d8, ignores armour... and you'll want to DD+(justify a stat) if you don't feel like catching on fire.

Gorn

with your latest stroke, east roars, and beats a retreat, dragging vanadin with him, covering his retreat with jets of flame and his tails, weaving a wall of bone and fire. what do you do?

Tera

The monster is focused on your allies as it fallsback, your best way to get to the monster is from behind.

from up here, you see something. a cave which, has a crude covering (black enough to blend in from a distance, but not well enough disguised to keep out of your sight) that is no doubt its lair. what do you do?

Varis

the magic takes more exertion than you expected, and you fall to your knees, the poison not quite neutralized yet. th world goes kinda fuzzy, as the sounds of battle intensify up ahead, what do you do? DD+con, if you want to help out with the battle


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Wizard 2 (1/9 XP) | HP 17/17 | S+0, D+1, C+1, I+2, W+0, C-1 | -1 ongoing (cast a spell)

Defy Danger(CON): 2d6 + 1 ⇒ (3, 4) + 1 = 8

Varis can't get over this sick feeling in his stomach, causing quite the griping in his guts. Forced to avoid physical action Varis reaches out with his mind to the creature.

Cast Spell: 2d6 + 2 ⇒ (1, 1) + 2 = 4

Varis vomits loudly.


Lantern 2 (15/16 hp, 1 armor, d6 damage, 4/9 xp) (Str +1, Dex +0-1, Con +0, Int +2, Wis -1, Cha +2) (Happy Thoughts ●●○○○)

What the heck, I've never rolled Last Breath before... Going for breaking free.

This is going to hurt.: 1d10 + 2 ⇒ (3) + 2 = 5

Gritting his teeth, Vanadin tries to swing his legs to get the giant's blow to strike the chain around his legs. It works; the blow shatters the manacle around his leg, but several shards are driven deep into his calf. As quickly as he can manage, Vanadin tries to scramble away from the beast.

Defy Dex if required: 2d6 ⇒ (6, 4) = 10


2.7 (Cleric 1.0 (-1)) Sky Dancer | 17/19 | d8 | Def Hold 3 | AC 2 | Str 0 | Dex 2 | Con 1 | Int -1 | Wis 2 | Cha 0 | Spells: Light, Sanctify, Guidance, Cure Light, Bless | Good Omens: ●●○○○

Furious that the monster has Vanadin, Tera dives towards its back, flying in an erratic pattern to avoid the flame and the tails.

DD Dex: 2d6 + 2 ⇒ (1, 6) + 2 = 9

Tera gets inside the beast's defenses, but quickly realizes that there will be no easy way out. Setting complication that there will be no easy withdrawal from this fight. Basically, I'm trapped by the flame and tails.

Tera lands on the beast's back and drives the sword into its shoulder.

H&S: 2d6 + 2 ⇒ (1, 3) + 2 = 6

Damage: 1d8 ⇒ 8

Silver Crusade

Init:+3 | Perc: +5| Insp = | +5/d8+3|Shillelagh| Berries: | Shape: 2/2|W:+6 D:+4 C:+4 Druid 3 {Circle of the M00n}| AC 16 | HP 27/27 | 1st: 3/4 2nd: 2/2

Gorn pumps a single massive fist in the air as it looks like he's won the fight, but his elation turns to horror as he sees the beast flee with Vanadin still in his grip!

"By Erlik's mighty cock get back here and taste STEEL! And drop my bard you dirty old amadan!"

Fun fact, 'amadan' is a word. It comes from Olde Irish, and means "foolish woman".

Gorn's legs churn like pistons as he sprints headlong after the retreating foe!

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