Dungeon world Exiles (Inactive)

Game Master Elsine


201 to 250 of 410 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>

Varis

Why don't you just mark the sick and weak debilities

Vanadin

you slip free of the chain, and the beast, just before it falls back. Flicker flares sky blue, clearly releived, but indicates your teammates, still engaged with the monster. what do you do?

Tera

it will be hard to escape indeed, especially because, as you've just discovered, this thing's tail is both incredibly strong, and very dextrous. it couls aaround you, trying to squeeze the life from you. 1d8+2, ignores armour, and good luck doing much until you break free what do you do?

Gorn

Just charging it... okay! take 1d10+2, 1 piercing, messy, and deal your damage!


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: ●●○○○

XP for that 7-9 complication of being completely trapped? Wait ... is this campaign doing that?

Crushing Damage: 1d8 + 2 ⇒ (2) + 2 = 4

As soon as his brilliant plan to immobilize the beast's tail comes to fruition, Tera begins to mercilessly rend at the offending tail with his powerful beak. Surely, the flesh will give way and his wings will soon be free ...

DD (not sure what stat): 2d6 ⇒ (1, 3) = 4

Oh boy, that would take a DEX roll plus an aid ... is this the end of brave sir Tera???

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 charges in, his STEEL held high in a killing stroke as he seeks to crush the evil beast, see it driven before him, and hear the lamentation of it's women!

Gorn the Barbarian Damage! AP2: 1d10 + 1 ⇒ (8) + 1 = 9

As the Sword of the Aquilonian Kings sails in, cutting the very air and singing its song of women and battle, almost in slow-motion, the spiked-arrayed tail of the savage beast SOARS through the air, catching the large warrior in mid-swing!

Evil, EVIL damage! AP1!: 1d10 + 2 ⇒ (3) + 2 = 5

The two weapons CRASH in the air, and crimson slashes ARC all about the emerald foliage as all manner of bird and beast race from the area to escape the epic combat!


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 gestures, and Flicker retrieves his staff as he limps along after the beast.

If Gorn's strike doesn't fell the monster

With his wounded leg, the creature is faster than Vanadin. He closes his eyes, and tries to draw on Flicker's power again; an eerie drone emerges from his throat, and the firelight flies past, setting up a barrier between two trees in the creature's path.

Bend the Light: Stillness: 2d6 + 2 ⇒ (3, 6) + 2 = 11

"You calm the light until it stays still - create a wall of light that blocks off one passageway."
Hoping to just show it down enough for Gorn to get another good blow in. If "gap between two trees" is being too liberal with "passageway", then I'll take the blind-or-stun effect instead.


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, weakened watches from a distance. The idea of someone crafting these creatures is burning in his head, so he decides he might as well try to speak with it.

Cast Spell: 2d6 + 2 ⇒ (5, 1) + 2 = 8

Communicate with something that you do not share a language with.
Your spell draws immediate, unwelcome attention.
You catch a glimpse of another plane as your spell draws power from it; you take -1 ongoing to INT until you have a few minutes to clear your head.

Opening a telepathic bond, Varis speaks to the creature trying to pry informaiton from it, Creature, I can grant you freedom from your bondage if you tell me who your master is and where you come from. We can stop this fight and let you live free in the woods free of magical compulsion.


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

Owowowowow: 1d8 ⇒ 4

Silvia throws herself to the ground, wrapping herself up in her cloak in an effort to smother her smouldering clothes.

DD with Dex: 2d6 + 1 ⇒ (2, 3) + 1 = 6

In this situation, I guess my XP is literally an experience: Putting burning clothes in contact with other clothes results in more fire, not less.


Sorry, crazy weekend. I'm going to take this in logical order

Gorn

your blow fells it at last, your slash tearing it's midsection apart. the woods go quiet, finally free of its malevolent influence. Where to now, bold hero?

Vanadin

The light from the torches coalesces, and in a moment, forms a shimmering wall. Flicker flashes victoriously as the beast corpse settles, clearl pleased. what do you do

Tera

the beast constricts more in ti's death throes, and it falls to the ground, further crushing you Take the damage again... and if you make it, what do you do? also, sorry

Silvia

you do, eventually, get the fires off yourself. unfortunately, you will need a new cloak... and some burn cream take the scarred debility

Varis

those creature are dead. when I mentioned how hard it was to kll them, I was talking about the ridiculous number of HP the book gives them (I took 4 off, and they still took forever to kill) sorry for the confusion


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: ●●○○○

The flesh is vile, and despite the pain, Tera could not bring himself to bite all the way through. As the beast collapses, it constricts to the point where Tera loses consciousness.

Is this the end?: 1d8 + 2 ⇒ (4) + 2 = 6

Unconscious and struggling to breath, Tera has little choice but to await rescue.

1 HP!


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)

Well that sucked. Good thing it was just us here to see it. Whoever retells the tale, make sure to make it sound a bit more one-sided the other way, Varis touches the monster. He tries to figure out some way to trace where the one casting these dark magics might be.

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 swings his blade in a quick arc, tossing off the better part of the copious blood and viscera accumulated on the blade.
Starting at the sounds of struggle, he spears his sword into the ground and lifts the swiftly-cooling corpse with a two-handed grip and a herculean grunt, securing enough room for the badly-hazarded Tera to scoot free from under the horrid beast.

That done, Gorn recovers his sword, knowing what he must do, and steeling himself for it.

"We must be sure," his deep voice rumbles out. "Of course we shall track the beast to its lair...but we must needs be cerrtain such a trip will not be for naught."

That said, he again takes up his STEEL and plunges it deep, slicing open the torso of the beast, and lifting out its gut. Only after close inspection of the internal organs--such as there are--and finding no evidence of a recently eaten human, does his exertions stop.

If the child is not within the thing's gutsack, Gorn takes out a large rag and, wetting it, wipes off the gore from his hands and blade. Returning the now-defiled rag to his pack, he hefts his shield and blade, turning to the others.

"Vanadin! Good to see you have survived the battle! I would hate to think that such a sweet victory would have no bards to sing of it!
Aye, Varis, aye. I'm sure Vanadin's dulcet voice will make us look like kingly knights!
Tera, can you walk? I shall carry you, if need be. 'Twould not be meat to have you miss the spoils after so hard-won a struggle!
Silvia, are thee well? I'm sure 'twould take more than a little fire to stop you, eh?

Well, are you ready" he asks, already turning and scanning for a trail.


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 gestures resignedly at Flicker, and the little light flies to the top of the monster's head, and does an odd little shimmy around it. Meanwhile, Vanadin advances, limping, and helps to pull Tera free of the carcass. My starting gear has a healing potion; yours, if you want it!

"I. Don't. Sing." Vanadin replies to Gorn, but the denial is half-hearted at best. But, I should be able to manage a decent story about this, at least. He'll like that.

Vanadin sets about checking Tera's wounds as best he can; Flicker eventually (after it finishes its victory dance) retrieves his staff.

Fine with following the beastie's trail.

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

"Ha ha ha ha!" chortles Gorn. "Indeed! I did not mean to belittle your skills! Your play the clarion to the heavens and lift all hearts with thy art! Hahaha! Apologies, I did not mean to give insult by not praising thy skills enough!" Gorn claps a thick hand to Vanadin's back. "We are pleased that so jolly a bard has graced us!"


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 is limp as he is pulled out from under the beast. His eyelids begin to flutter as Vanadin pours a healing potion down his gullet.

Once he gets his bearings, Tera stares at the corpse. Thank you.

He gets to his feet. Should we press on?


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)

The only place I don't want to be right now is this place right here.


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

Silvia's lack of eyebrows gives her a permanently surprised expression. She can't contribute to the situation, as smoke inhalation has her coughing and spluttering like a diseased chimney, but one might get a strong intimation that she completely agrees with Varis.


It doesn't take much to follow the trail of the beast, several tracks, and drag marks lead there. a charred piece of wood serves as the door to the monsters cave, roughly the same colour as the rock surrounding it.

Within, you see two roomsa large room, and a tunnel leading further into the lair. within this antechamber is a large pile of rotting straw, where the beast made its bed, and scattered around there are a number of trophies, mostly torn armour, or weapons.

on the far wall are a few nicer weapons, including the blade you are looking for, a very nice spear, a mages staff, and a dagger shaped to look like a tooth (or perhaps it is a tooth?).

What do you do?

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 nods and leads everyone along the trail, to protect them in case of another attack.

As they pierce the cave, Gorn pauses. "Since there are choicer trophies about, can all of you search about and take all that is worth taking? I shall stay here, at the tunnel's mouth, to guard against anything coming out of it.

Once we've gathered up these bits, then we can consider if we want to go in to this tunnel and see what else lives here.

But for now, we've earned this reward. Let us claim it!"

That said, Gorn leaves the looting of victors to the others, and sets himself as sentinel at the tunnel's mouth.


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 takes a few minutes to survey the room while Gorn stands guard.

I've got a bad feeling about this:
- Is there a trap or ambush here, and if so, where?
- What can I see that no one else can?

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

While Gorn stands guard and has a moment where he's neither under attack nor moving in hostile territory, he shakes his head vigorously, trying to clear the fog he's been in since the fight.

Can I clear dumbfounded yet?


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)

Seeing a staff Varis sees if he might recognize the school or region it is from.

Spout Lore: 2d6 + 2 ⇒ (5, 3) + 2 = 10

I recognize this design, the braided vines here are pretty unique.


Gorn

Go for it

The woods are dark, and quiet, as nature itself stands still. The moonlight through the trees paints a tapestry upon the landscape. but no foes approach, leaving you free to appreciate the beauty of this profaned copse, as the wind wicks away the heat of battle from your skin.

Tera

The place is large, compared to everyone but Gorn, but far too small to house more than one of those behemoths. and the Sigbens were slaves... without their master to command them, they are not capable of advanced tactics... there is no ambush waiting for you here.

However, your hearing (far more acute than the humanoid races') detects the sounds of shallow breathing and chains. there are living things deeper in the cavern, asleep by the sound of it.

Varis

The staff is cobalt, with distinctive vine patterns, favoured by Mages from the southern coast. the head is studded with Trillian-cut Kyanites, with a moonstone core. Whoever the owner of this was, they had a preference for ice magic

Do tell me, what is the difference between chanelling through an instrument, and barehanded?


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: ●●○○○

There are creatures sleeping farther inside the cave.


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 picture instruments having many purposes to magic users, an item with a stone core would be used for passing the body's limit to store energy for larger =rituals. I imagine metal would help with the spower of spells (like a catalyst) and wood helps with control (like a handle). Something like a witch's cauldron is designed to absorb the seasoning of the magical ingredients (high carbon content or ceramic make) cooked inside so that she can create potions and perform divination using it (using the metal of the vessel or by keeping metal powders around for a ceramic pot).

A magical instrument is very personal to the user and difficult for others to use, while magic items are designed for one function and can be used by anyone.

It's cast around the core using the techniques from the south, they hammer in the design and refine it with magic to make it look seemless. The rich southern university mastered cold magic in order to earn income from cooling the estates carved from southern marble. They need these staves to have the endurance to maintain the rituals.


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 Silverspear wrote:
It's cast around the core using the techniques from the south, they hammer in the design and refine it with magic to make it look seemless. The rich southern university mastered cold magic in order to earn income from cooling the estates carved from southern marble. They need these staves to have the endurance to maintain the rituals.

Neat! Are any of these other weapons magical? Like this spear?

Tera holds up the spear for Varis' inspection.


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)

It's hard to say, this one is distinct so it was obvious. But I can ask the local spirits, they would know if these are and if any other items near here are magical.

Cast a Spell: 2d6 + 2 ⇒ (3, 1) + 2 = 6


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 takes the sword and brings it to Gorn. "I believe this is what you were looking for. Seems fit for you can return it to its owner." Then he moves and inspects the other item hanging on the wall, trying to determine what creature the tooth/dagger came from, or was forged to resemble.

Spout Lore: 2d6 + 1 ⇒ (5, 3) + 1 = 9

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 nods his thanks at Vanadin. Since whatever the beings are that reside down the tunnel seem unwilling to make an appearance, and since he is loath to be idle, he reflexively takes the sword in a strong, practiced grip and spins it about, cycling through a few forms, taking the measure of the blade.

Spout Lore: 2d6 - 1 ⇒ (3, 3) - 1 = 5

It's no use. He only years to have the Sword of the Aquilonian Kings back in his grip. Before long he simply afixes the wayward sword in his pack and returns his the well-worn hilt to his own grip.


Varis

This place has been virtually stripped of all non-necromantic magic. your call out does not produce any results. it seems you will have to do this the... mundane way.

Vanadin

Simply holding the dagger in your hand tells you how special it is. Not forged of metal, no, that would wound the original wielders. this is made of stone and tooth, the fang of some Fey horror, which was wrest from its mouth by another fey, and fashioned into this.

it still holds onto it's magic, but you couldn't say what it's nature quite is.

Gorn

When you heft the heirloom, you immediately notice. The sword must have been embedded in the monster for some time, or else been used in some profane magic. There is a lingering necromantic energy in it. it would be dangerous to return the blade in this state.

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 shrugs and lumbers over to Varis. Hefting the heirloom before him, he rumbles out, "I am flummoxed by this. Methinks that it carries some baleful aura, but I am hardly a scholar, such as yourself. Would you do me the boon of casting your learned eye on the sword and telling me what you see? If it does carry a harmful karma, would you know of how to cleanse it?"


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 leans in and says, Well... it would take someone with a steady hand to hold onto it. How about you hold it out in front of you while I examine it.

I'm not touching that thing...

Cast a Spell: 2d6 + 2 ⇒ (5, 3) + 2 = 10

Dispell a temporary magic effect or spell cast by another mortal.

I think it shouldn't be a big issue, but you might want to salt your hands when we get back any holy man probably carries the stuff around.

Varis works quietly and quickly to remove the necrotic effect from the blade.


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

Face still stinging, Silvia slides up next to Vanadin and taps the tooth with a fingernail.

"Is that a Jabberwocky fang? Maybe a baby one... or..."

SL: 2d6 ⇒ (3, 6) = 9


Varis

The sword flashes black as your spell is repelled.the sword has acquired a moderately powerful, self sustaining necromantic nexus.

To destroy it, you would have to either draw on a powerful fey nexus, or else get Eolore (who you know dabble with necromantic power) to dismantle it. ALternatively, the sword could be given to an anchanter, and given some power, if you don't mind taking it from the townsfolk.

Silvia

It is, in fact, a jabberwocky tooth. it still bears the creatures strange venem within it, which will activate when mixed with blood. deal 1d4 (Ignores armour) damage to yourself to create 1 dose of goldenroot poison


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

I relay what I know about the dagger to the group, and then look at Gorn with a hopeful expression.


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 ●●○○○)

After handing the fang off to Silvia, Vanadin moves to inspect the spear. What sort of prey is it best suited for?

Spout Lore: 2d6 + 1 ⇒ (1, 1) + 1 = 3


1 person marked this as a favorite.
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: ●●○○○
Vanadin wrote:

After handing the fang off to Silvia, Vanadin moves to inspect the spear. What sort of prey is it best suited for?

[Dice=Spout Lore]2d6+1

A voice rings out in the darkness. Bards.


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)

Hmmm... I'm surprised how strong this is, the enchantment is self-fulfilling at this point so . It's... probably safe for right now, but it is well on its way to becoming a famous blackblade at this rate. We were given work to investigate a wild area of the forest, I might be able to extract some of the energy there to fully purified the sword, Varis cocks his head a little and taps a finger to his chin, Unless you want to use it to slay the owner in an act of betrayal. That'd probably be strong enough innocent blood to complete the ritual on this. I mean it'd be evil, but it'd be extremely powerful. Varis waves his hand up and down and says, Joking of course!


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 the inspections reveal nothing about the spear, Tera rests it against a wall. He begins moving towards the breathing sounds as quietly as possible, attempting to reach them without waking anyone.

DD (Dex): 2d6 + 2 ⇒ (5, 6) + 2 = 13

Tera is silent as an owl in flight as he approaches the sleeping creatures. When he finally comes upon them he pauses to survey the scene.

I've got a bad feeling SPAM:
- Is there a trap or ambush here, and if so, where?
- What here is the biggest threat to me?


Vanadin

So, Flicker really, really does not like this spear. Why is that?

Tera

interesting how you assume it reveals nothing. you've been a player in my campaigns for a year... I would have thought you understood my sadism by this point

creeping down the corridors, the stench of death and putrefaction assaults your nostrils. you arrive at the end and discover the source. on one ide is a chamber closed by a heavy stone door, with a strong plank o wood across it, clearly some makeshift prison. across from that is a laboratory, with pieces of humanoids scattered about, among gore-covered tools (saws, knives, and surgical tools are feature prominently). Hwat do you do?

No ambushes, the biggest threat... with those tools nearby, it would be sepsis and/or tetanus.

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 stares dispassionately at Silvia as she relays her information about the Jabberwoky tooth. But as he gazes at her, eventually a silly grin briefly appears on his lips. He nods, regains his composure, and bares a forearm, pulling the tooth down a juicy vein.

The things we do....: 1d4 ⇒ 3

He hands the activated tooth back and wraps the wound in a bandage.

Then he turns and re-takes the baleful sword. "Odd that it is so powerfully enchanted. Yes, I'm sure the owner will not mind if we carry it a bit and try to purify it." At the suggestion of slaying the owner, Gorn just raises an incredulous eyebrow.

Looking about he says, "Where is Tera?"


1 person marked this as a favorite.
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 ●●○○○)

The spear's point is a Duskblade. When it draws blood, it surrounds both the wielder and the victim with a magical darkness, strong enough to dim (or extinguish) even divine light. Based on the runes on the spear's haft, similar magic may have been involved in the binding that was on Sola when Vanadin found it.

At Gorn's question, Vanadin glances around. "I'm not sure... Though if you didn't see him leave, there's really only one place he could be." He gestures down the hallway before moving cautiously down it, Flicker providing illumination.


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 calls back up from farther within. It's clear! People need help down here.


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)

Hearing that it is clear, Varis walks deeper into the cavern using his magic to see without the need of light. Seeing the surgical tools, Varis looks over the supplies.

Discern Realities: 2d6 ⇒ (6, 3) = 9

What here is useful or valuable to me?

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

Looking around for Tera, Gorn sees that the fine spear is still leaning against the wall, for some reason. He noticed the bard frowning at it, but not using such a masterwork weapon is beyond him. He picks it up and gives it a few twirls. "Are none going to use this?" he asks.

He tests the blade and runs his hands up the shaft, taking its measure. He doubts its better than his Sword, but you never know.

DR!: 2d6 ⇒ (2, 1) = 3
What is here is valu-OH COME ON!

With a weapon in his hands he can only think of stabbing things. He puts the spear in his pack, hoping it will fetch a good price, then draws his sword and follows Varis.


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 ●●○○○)

At Tera's call, Vanadin picks up his pace; when he arrives, he'll look through the prison door (if there's a window) or open it and peek in (if there isn't).


Varis

Picking through the macabre instruments (none of which you probably want), you find a bag of gold, likely scavenged off its victims. 236 gold total (like all adventures, you have developed the ability to gauge,to within 3 coppers accuracy, the amount of gold in a sack from a glance across the room). what do you do?

Gorn

carry on... no apparent consequence from that miss

Vanadin

the door is solid stone, rather heavy. it swings back to reveal 5 emaciated figures, chained to the walls. the stink of decay is very potent in here, and there are several non-moving figures in chains.

all of the people, living or dead, have a large rune, not dissimilar to the ones along the stitching of the monster. the three who are conscious seem to be trying to shield themselves, with badly damaged limbs. What do you do?


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 lifts the bag slowly into the air using his magic.


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 does his best to tend to the poor creatures, providing food and water from his pack. As Flicker floats into the room, Tera appreciates the soothing light source.

Odd. An undead fragment wouldn't help with a task like this. Have I misjudged you little one?

Narrative fluff for taking Cleric spellcasting soon. I swear I'm not trying to steal flicker!


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 moves into the room along with Tera. He tries to reassure the conscious prisoners (are they coherent? Are they human?) as he inspects the chains holding them to the walls. (Are there locks on the bindings?)

"Varis, come look at these runes," Vanadin calls. "Is it safe to release their bonds?"


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 speaks loudly but plainly as he secures the gold bag, Safe? Here? Probably not, no. Help them eat you can without releasing them.

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

The two star-crossed weapons secured in his pack, Gorn follows the band down, taking in hte ghastly sight.

Ever the warrior, he rumbles out, "Do we know they are safe? Perhaps we should slay them and put them out of their misery. Safer for all."

201 to 250 of 410 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DW Exiles play All Messageboards

Want to post a reply? Sign in.