Dungeon World PBP play (Inactive)

Game Master Elsine

Watch as our heroes, using skills aquired from across the continent, join together to combat evil and defend their adopted town


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Male Human Cleric 6 26/26 HP | 14 XP | Bless, Sanctuary, Speak With Dead | -2 cast a spell, 2 hold (spend 2 to make camp, 5 to escape labyrinth), blessed

Trailblazer: 2d6 + 2 ⇒ (1, 2) + 2 = 5


Ron Bucanero wrote:

For better or worse, Ron's out on his own already. I assumed you would be heading to find Garin so I would have some time to get in position. With that in mind, I'll be failing trailblazer and rolling for scout. Also it seems thematically appropriate with my slow and steady route. Come to think of it, I am just following a river, so could I convince you trailblazer wouldn't be necessary either?

Ron continues north along the river, cautious for signs of dangerous fauna or enemy soldiers.

[Dice=Scout's Honor]2d6

IRL fist pumping.

EDIT: To set the scene, Ron had already left town alone and on foot, and cast invis on himself at the foot of the Norwhich wall with a complication of drawing attention to himself. He is dressed in Kaspar's cultist clothing and carries Remorse, point down, disguised as a staff. He left his armor and shield behind, and also carries the note he wrote beforehand, a healing potion that Belym purchased, 6 uses of poison (maybe 7 if the poison I confiscated from Faolan's person was enough for a use), and a deep and abiding grudge against these guys. Roach is stabled, and the gold and ruby are hidden in Ron's home. He also has five rations and five uses of adventuring ear. He carries nothing else.

2nd EDIT: Did Kaspar have anything else of note on his person? I think Ron would have taken any cultish accessories, or symbols, ingredient pouches, or what have you.

You creep along the riverbank, miles fade away as you trudge through the wilderness. Suddenly, you hear voices from behind you, about a half-mile back. They speak with a Braxan accent, and there are at least 3 of them.

"Oi, Torcall, are those tracks on the bank?" the first voice asks
"They are, nice eye Seoras." The second voice replies
"Not one of us either, they're traveling alone." The first voice adds
"On your guard then, there might be a scout or spy up ahead, and we mustn't miss him." A third voice adds in. You look down and recognize that you have been leaving shallow prints in the mud. What do you do?


Male Ifrit Rogue - HP:7/14 AC:17 T:13 FF:14 F:+1 R:+6 W:+0 Init:+7 Perc:+5 DrkVisn:60' Enl/Red Inspired PosAttack
Skills:
Intimidate+8 Use Magic Device+8 Pf:Dance+8 Diplomacy+7 Disguise+7 Acrobatics+6 Disable Device+6 Stealth+6 Perception+5 Climb+4

Sheridan waits by TAM like he doesn't understand the concept of preparation. He's got his turtles hugging him close, but otherwise he's got nothing to do in town.

Scout: 2d6 + 2 ⇒ (3, 6) + 2 = 11

"No... I can't leave ye here. You're too much for these folk... No, I know. It's a heckova likeness. I don't think that's really your color, though... How would you know? Even I don't know why they've got you on their shields... I don't need a weapon, the sky folk will shed blood fer their own disputes... I know... Nah, I know. They're just a precaution... They want te fight fer a new home, that's different." The whole time he's scouting, Sheridan is talking to himself in a low whisper. He's been mumbling to himself for hours. Arguing, actually. He's talking to Glaucus, one of the legendary beasts Sheridan was keeping for the safety of others. He was right, too. There was no earthly reason for Norwich to have a nudibranch on their coat of arms. Other than their name. That had to be a coincidence, though, right?

I think that will be the first turret. Just foreshadowing fluff for now, but I'm thinking a near range barb that delivers a hallucinogen that causes fear or rage (DM's choice, depending on the target). Well, fluff unless you wanna give me a limitation that gives me something to work toward.


HP: 22/22 | Gambit 0 | Def 0 | GG: 619 (+4026 infernal) | Aggressive 7.11 BM (6.0 Wiz -0 ongoing) | AC 4 | 1d8 | S 1 | D 3 | C 0 | I 3 | W 0 | CH 0 | Spells: Light, Prestidig., US, Shadow Walk

Ron calmly continues walking north, slowly angling towards the tree line. He takes about fifty steps along the tree line and then cuts into the forest about 20 feet. He stops, and then carefully walks backwards, placing his feet precisely in his prior tracks. He does this until he is next to a reasonably large tree. He takes the largest step he can behind the tree and then heads due west into the familiar forest.

For reference, the maneuver basically looks like this.

Roll for this?


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Iron Tom Bonney wrote:
[dice=Trailblazer]2d6+2

You venture out, following the map and compass. Unfortunately, the kingdom of Tanard has the convention of North being on top, whereas the Sealords of the coast place the east on top (This was an actual thing, and a medieval convention for the top of the map to be east, which is actually why they called the east the Orient (okay, that last bit may be apocryphal)).

You notice your mistake quickly enough, but it still add another hour and a half to your journey

Sheridan Driftwood wrote:

Sheridan waits by TAM like he doesn't understand the concept of preparation. He's got his turtles hugging him close, but otherwise he's got nothing to do in town.

[dice=Scout]2d6+2

"No... I can't leave ye here. You're too much for these folk... No, I know. It's a heckova likeness. I don't think that's really your color, though... How would you know? Even I don't know why they've got you on their shields... I don't need a weapon, the sky folk will shed blood fer their own disputes... I know... Nah, I know. They're just a precaution... They want te fight fer a new home, that's different." The whole time he's scouting, Sheridan is talking to himself in a low whisper. He's been mumbling to himself for hours. Arguing, actually. He's talking to Glaucus, one of the legendary beasts Sheridan was keeping for the safety of others. He was right, too. There was no earthly reason for Norwich to have a nudibranch on their coat of arms. Other than their name. That had to be a coincidence, though, right?

I think that will be the first turret. Just foreshadowing fluff for now, but I'm thinking a near range barb that delivers a hallucinogen that causes fear or rage (DM's choice, depending on the target). Well, fluff unless you wanna give me a limitation that gives me something to work toward.

I think the limitations are that you will have to DD+WIS to keep him on track, and you will have to protect him in battle. he also might be indiscriminant in his attacks, so keep him away from your allies

as you arnge, talking with the prisoner in TAM's shell, you hear heavy footsteps. a quick and stealthy inspection reveals 8 soldiers, not Norwich, they dress differntly. 3 of them look well, but the others are all maimed in some way, damage legs or gashed on them. they ook to be retreating. What do you do?

Ron Bucanero wrote:

Ron calmly continues walking north, slowly angling towards the tree line. He takes about fifty steps along the tree line and then cuts into the forest about 20 feet. He stops, and then carefully walks backwards, placing his feet precisely in his prior tracks. He does this until he is next to a reasonably large tree. He takes the largest step he can behind the tree and then heads due west into the familiar forest.

For reference, the maneuver basically looks like this.

Roll for this?

Sounds like Defy Danger with either DEX or WIS. roll with whichever you think is more appropriate


Male Elf Level 6 Fighter (Armor 3, HP 25/25, xp 9/13 load 6/12) |STR 0|DEX 2|CON 1|INT 1|WIS 1|CHA 1

They're retreating towards Norwall?


Male Ifrit Rogue - HP:7/14 AC:17 T:13 FF:14 F:+1 R:+6 W:+0 Init:+7 Perc:+5 DrkVisn:60' Enl/Red Inspired PosAttack
Skills:
Intimidate+8 Use Magic Device+8 Pf:Dance+8 Diplomacy+7 Disguise+7 Acrobatics+6 Disable Device+6 Stealth+6 Perception+5 Climb+4

Sheridan climbs back down from his vantage on the hill on his belly, returning to the party to inform them that there is a mostly-wounded band of people wearing the wrong colors and that they should take care of that.

As Needed: 2d6 ⇒ (6, 6) = 12


Conwall wrote:
They're retreating towards Norwall?

East, toward Braxos, sorry, that was kinda confusing

Sheridan Driftwood wrote:

Sheridan climbs back down from his vantage on the hill on his belly, returning to the party to inform them that there is a mostly-wounded band of people wearing the wrong colors and that they should take care of that.

[dice=As Needed]2d6

No rolls necessary, unless you are doing something to slow the soldiers down or something.


Male Elf Level 6 Fighter (Armor 3, HP 25/25, xp 9/13 load 6/12) |STR 0|DEX 2|CON 1|INT 1|WIS 1|CHA 1

With hushed tones, I whisper to the assembled:

I say we let them on their way. eight fewer soldiers to contend with. No sense in attacking. I am concerned what caused this damage though. It's not us, and the enemy of our enemy is not always our friend


Female Dwarf Channeler 8 (23/28 hp, 1 armor, d4 damage, 2/15 xp) (Str -1, Dex +2, Con +3, Int +2, Wis +1, Cha +0)

Belym nods at Conwall. " Agreed. As long as they're not headed toward the camp we're attacking, best to let them go."


HP: 22/22 | Gambit 0 | Def 0 | GG: 619 (+4026 infernal) | Aggressive 7.11 BM (6.0 Wiz -0 ongoing) | AC 4 | 1d8 | S 1 | D 3 | C 0 | I 3 | W 0 | CH 0 | Spells: Light, Prestidig., US, Shadow Walk

Cautious DD (Dex): 2d6 + 2 + 1 ⇒ (5, 5) + 2 + 1 = 13


Male Human Cleric 6 26/26 HP | 14 XP | Bless, Sanctuary, Speak With Dead | -2 cast a spell, 2 hold (spend 2 to make camp, 5 to escape labyrinth), blessed

I disagree, I can't simply let these men walk by. Let me at least see if I can help and possibly get some information, says Tom striding to the soldier with his holy symbol visible.

Excuse me, you men look wounded. I am a priest of Iisac on pilgrimage let me take a look at your wounds. I don't have many supplies left but I can certainly make sure you are not bearing infection. Tom will try to take a look at the wounds and see what information he can discover about their nature.

Discern Reality: 2d6 + 2 ⇒ (6, 5) + 2 = 13

  • What happened here recently?
  • What here is not what it appears to be?
  • What should I be on the lookout for?


Male Elf Level 6 Fighter (Armor 3, HP 25/25, xp 9/13 load 6/12) |STR 0|DEX 2|CON 1|INT 1|WIS 1|CHA 1

My eyes bulge. This man is more impulsive than I! I hang back, letting him do his thing. If he runs into danger I'll leap into action to save him, but there's a good chance that the soldiers will be glad for his help and be on their way.

I place a hand out to steady my compatriots and keep them from rushing in.


Ron Bucanero wrote:
[Dice=Cautious DD (Dex)]2d6+2+1

You go silently along, and hear, a few minutes later, you hear from a little ways behind you "The tracks end" from the second voice.

"Spread out, find them!" the third voice barks. The soldier pick up the pace, going a little into the woods, ahead of you, and perhaps behind you as well.

You remain still and silent, and they pass by, but one is searching the area directly ahead. He's unaware, but he might notice if you begin to move. What do you do?

Iron Tom Bonney wrote:

I disagree, I can't simply let these men walk by. Let me at least see if I can help and possibly get some information, says Tom striding to the soldier with his holy symbol visible.

Excuse me, you men look wounded. I am a priest of Iisac on pilgrimage let me take a look at your wounds. I don't have many supplies left but I can certainly make sure you are not bearing infection. Tom will try to take a look at the wounds and see what information he can discover about their nature.

[dice=Discern Reality]2d6+2

  • What happened here recently?
  • What here is not what it appears to be?
  • What should I be on the lookout for?
  • What happened here recently? They were in a battle, it looks like swords and spears. they also look like they deserted.
  • What here is not what it appears to be? even the maimed and wounded ones are armed, and their injuries are not so bad that they cannot fight.
  • What should I be on the lookout for? The aforementioned force of 8 armed and dangerous men

"What brings a priest this far out of a town this late at night? Are you alone" one man yells out, as his companions ready their weapons. what do you do?


Male Human Cleric 6 26/26 HP | 14 XP | Bless, Sanctuary, Speak With Dead | -2 cast a spell, 2 hold (spend 2 to make camp, 5 to escape labyrinth), blessed

Peace, lads. I don't even have a weapon! Tom drops his pack and staff on the ground and lifts his cloak showing a lack of scabbard, I only even wear armor in case I run across bandits. I understand being concerned, but there be no ruse.

Tom swallows and continues, Let us break some bread. I have a fortnight of rations for my journey, and left at night because I heard bad weather was coming. The moonlight is bright enough to get by slowly. Sit! Rest! You are in no danger far outnumbering this man and armed for war.

Defy Danger Charisma: 2d6 ⇒ (5, 3) = 8


HP: 22/22 | Gambit 0 | Def 0 | GG: 619 (+4026 infernal) | Aggressive 7.11 BM (6.0 Wiz -0 ongoing) | AC 4 | 1d8 | S 1 | D 3 | C 0 | I 3 | W 0 | CH 0 | Spells: Light, Prestidig., US, Shadow Walk

Ron didn't stop, he just started heading west into the forest. Does that change things?


Male Elf Level 6 Fighter (Armor 3, HP 25/25, xp 9/13 load 6/12) |STR 0|DEX 2|CON 1|INT 1|WIS 1|CHA 1
Ron Bucanero wrote:
Ron didn't stop, he just started heading west into the forest. Does that change things?

Yeah. The trail ends ahead of where Ron is, not behind him. Ahead and east.


Iron Tom Bonney wrote:

Peace, lads. I don't even have a weapon! Tom drops his pack and staff on the ground and lifts his cloak showing a lack of scabbard, I only even wear armor in case I run across bandits. I understand being concerned, but there be no ruse.

Tom swallows and continues, Let us break some bread. I have a fortnight of rations for my journey, and left at night because I heard bad weather was coming. The moonlight is bright enough to get by slowly. Sit! Rest! You are in no danger far outnumbering this man and armed for war.

[dice=Defy Danger Charisma]2d6

"Very well" the man says, and his companions sheathe their blades. "You swear you are alone?" you are acutely aware of your campanions (including Sheridan and her Menagerie) in the brush meters away. What do you do?

Ron Bucanero wrote:
Ron didn't stop, he just started heading west into the forest. Does that change things?

In that case, they are behind you, spread out and begin searching behind you. What do you do?


HP: 22/22 | Gambit 0 | Def 0 | GG: 619 (+4026 infernal) | Aggressive 7.11 BM (6.0 Wiz -0 ongoing) | AC 4 | 1d8 | S 1 | D 3 | C 0 | I 3 | W 0 | CH 0 | Spells: Light, Prestidig., US, Shadow Walk

Ron continues east (I had my east west mixed up) for about five minutes and then angles north for about five minutes. At this point he cuts back northwest at a shallow angle to head back to the riverbank. Assuming he gets back to the river he continues north along it, careful to stay out of the mud.

Defy Danger if needed?: 2d6 + 1 ⇒ (5, 4) + 1 = 10

That's a 10+ unless it is Charisma based.


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Ron Bucanero wrote:

Ron continues east (I had my east west mixed up) for about five minutes and then angles north for about five minutes. At this point he cuts back northwest at a shallow angle to head back to the riverbank. Assuming he gets back to the river he continues north along it, careful to stay out of the mud.

[Dice=Defy Danger if needed?]2d6+1

That's a 10+ unless it is Charisma based.

You continue on, fortunately you do not encounter any more patrols, though the patrol that almost discovered you rides past you at one point. soon the camp is visible up ahead. Draw a curtain.

To keep you on the same chronology as the others, I think we need to pause. If you would like, I can do this like my IRL gaming group, where I will assign you a couple NPC's to play, or you can just sheck back in a day or two. Your choice


Male Elf Level 6 Fighter (Armor 3, HP 25/25, xp 9/13 load 6/12) |STR 0|DEX 2|CON 1|INT 1|WIS 1|CHA 1

I think very still thoughts and prey to Pelnore's calming breeze that the critters carried by the scaly-one stay still as well. If the soldiers discover us in the bush, they'll kill Tom before engaging with us.


Female Dwarf Channeler 8 (23/28 hp, 1 armor, d4 damage, 2/15 xp) (Str -1, Dex +2, Con +3, Int +2, Wis +1, Cha +0)

Belym keeps her breathing as slow and steady as possible, while gently focusing her mind on the feel of the earth underneath Tom and the soldiers.


Male Human Cleric 6 26/26 HP | 14 XP | Bless, Sanctuary, Speak With Dead | -2 cast a spell, 2 hold (spend 2 to make camp, 5 to escape labyrinth), blessed

Aye, just me and my two feet from the coast out here. I left the halls on Iisac's mission into the turbulent area. While men fight for one reason or another, I just can't let evil influences spread their corruption. I have been tending t' the sick and injured along the way, Tom pulls rations out of his sack, You lads be fine, just take it easy and eat and your wounds will heal in no time. You have the blessing of youth on yer side.

Tom hands the rations over and picks up his equipment, Best find shelter and lay low, the storm should be here soon.

Tom walks away and makes a wide circle around to avoid the party.

Parlay?: 2d6 + 1 ⇒ (5, 3) + 1 = 9


Male Ifrit Rogue - HP:7/14 AC:17 T:13 FF:14 F:+1 R:+6 W:+0 Init:+7 Perc:+5 DrkVisn:60' Enl/Red Inspired PosAttack
Skills:
Intimidate+8 Use Magic Device+8 Pf:Dance+8 Diplomacy+7 Disguise+7 Acrobatics+6 Disable Device+6 Stealth+6 Perception+5 Climb+4

Sheridan would be holding her breath, but she doesn't have lungs. She depends on the blue algae growing in her long, luxurious gills to process oxygen.


Iron Tom Bonney wrote:

Aye, just me and my two feet from the coast out here. I left the halls on Iisac's mission into the turbulent area. While men fight for one reason or another, I just can't let evil influences spread their corruption. I have been tending t' the sick and injured along the way, Tom pulls rations out of his sack, You lads be fine, just take it easy and eat and your wounds will heal in no time. You have the blessing of youth on yer side.

Tom hands the rations over and picks up his equipment, Best find shelter and lay low, the storm should be here soon.

Tom walks away and makes a wide circle around to avoid the party.

[dice=Parlay?]2d6+1

"Before you go, would you be so kind as to patch up Steaphan's leg? I don'r know how far we'll get carrying him" He asks, friendlier now, what do you do?

Sheridan

The creature you were just speaking to, the one scouting with you, begins talking They could be ours. Only three strong ones, easy to hit, and then we feast on the weak. come on Sherri, I promise I'll share he implores in the mer-tongue. What do you do?


Male Elf Level 6 Fighter (Armor 3, HP 25/25, xp 9/13 load 6/12) |STR 0|DEX 2|CON 1|INT 1|WIS 1|CHA 1

Is it loud enough for me to hear?


Conwall wrote:
Is it loud enough for me to hear?

The soldiers, yes. Sherri's fish, Yes, but do you speak mermish?


Male Elf Level 6 Fighter (Armor 3, HP 25/25, xp 9/13 load 6/12) |STR 0|DEX 2|CON 1|INT 1|WIS 1|CHA 1

I meant the fish, and no I don't speak Mermish. I do speak "Thing is talking and we need to be dead silent" though

I cast Sherri a harsh look, then hold my finger to my lips as if to say "shush"


Male Human Cleric 6 26/26 HP | 14 XP | Bless, Sanctuary, Speak With Dead | -2 cast a spell, 2 hold (spend 2 to make camp, 5 to escape labyrinth), blessed

Let me see that leg... Hmmm... It will heal on its own, but you are right that he's not fit to walk. I have some supplies, let me make a splint and bandage him up - that way you all can get somewhere safe, Tom says looking over the wound. He uses one use of his bandages to wrap the wound and tie his spear to it to keep the leg locked and capable of movement - even if he has to lean on someone.

Once finished Tom says his farewell and leaves.

This should let them carry on their way.


Male Ifrit Rogue - HP:7/14 AC:17 T:13 FF:14 F:+1 R:+6 W:+0 Init:+7 Perc:+5 DrkVisn:60' Enl/Red Inspired PosAttack
Skills:
Intimidate+8 Use Magic Device+8 Pf:Dance+8 Diplomacy+7 Disguise+7 Acrobatics+6 Disable Device+6 Stealth+6 Perception+5 Climb+4

Sheridan reaches back to lay a hand on the tank where Glaucus is being kept. She sends caution and quiet, but hesitant interest. I don't think the sky folk would appreciate us eatin' them. You remember last time. If they wig out over us eatin' those soldiers, they won't guide us to the sangrialake. Plus, I don't think you'll be able to keep track of who to eat and who to keep alive. You're not as good at telling these sky folk apart as I am.


Iron Tom Bonney wrote:

Let me see that leg... Hmmm... It will heal on its own, but you are right that he's not fit to walk. I have some supplies, let me make a splint and bandage him up - that way you all can get somewhere safe, Tom says looking over the wound. He uses one use of his bandages to wrap the wound and tie his spear to it to keep the leg locked and capable of movement - even if he has to lean on someone.

Once finished Tom says his farewell and leaves.

This should let them carry on their way.

They go off, thanking you for your help. As you continue on, you come to the camp quickly.

It is a wreck. tents are trampled or burned, and the few individuals who are alive are piling the dead up. Jericho is distraught, rushing over to the survivors. What do you do? (Everyone at the camp should answer)


Male Elf Level 6 Fighter (Armor 3, HP 25/25, xp 9/13 load 6/12) |STR 0|DEX 2|CON 1|INT 1|WIS 1|CHA 1

I join Jericho as we approach the survivors. I try to find someone who looks not terribly injured.

Sir! We were sent by Norwich to raid the army to the North(?) and interrupt their invasion. We were to join with you for assistance...but I see that something awful has transpired here. What occurred?


Conwall wrote:

I join Jericho as we approach the survivors. I try to find someone who looks not terribly injured.

Sir! We were sent by Norwich to raid the army to the North(?) and interrupt their invasion. We were to join with you for assistance...but I see that something awful has transpired here. What occurred?

one man approaches you, and speaks to Jericho "Braxan dogs took us in the night. there were almost 80 of them." He says spitting "We fought them off, but the got a lot of us. Garin's dead" Jericho gasps

he turns to you ""You say you're a friend of Norwich. by Jericho and Belym's presence I am inclined to believe you. I need one of you to get a message to Norwich, tell them a braxan warband is ravaging the countryside, and tell Old Ron he is the new commander of the militia" He says, and then takes a swig from a flask. what do you do?


Male Elf Level 6 Fighter (Armor 3, HP 25/25, xp 9/13 load 6/12) |STR 0|DEX 2|CON 1|INT 1|WIS 1|CHA 1

We had reason to believe they're camped by the old quarry. Is that no longer true?


HP: 22/22 | Gambit 0 | Def 0 | GG: 619 (+4026 infernal) | Aggressive 7.11 BM (6.0 Wiz -0 ongoing) | AC 4 | 1d8 | S 1 | D 3 | C 0 | I 3 | W 0 | CH 0 | Spells: Light, Prestidig., US, Shadow Walk

While he waits for a sign of activity in the Braxan soldiers, Ron uses his spyglass to observe the camp on the hill. In particular he is focused on sentry locations,movements, and shift changes, and the location of horses, cooking fires, supply wagons and command tents.

Maybe a map of the camp will be useful as we get into some shenanigans.


Male Ifrit Rogue - HP:7/14 AC:17 T:13 FF:14 F:+1 R:+6 W:+0 Init:+7 Perc:+5 DrkVisn:60' Enl/Red Inspired PosAttack
Skills:
Intimidate+8 Use Magic Device+8 Pf:Dance+8 Diplomacy+7 Disguise+7 Acrobatics+6 Disable Device+6 Stealth+6 Perception+5 Climb+4

Sheridan keeps Tam at a respectful distance, and helps Belym down out of the cabin. The scent of blood in the air is getting the larger specimens riled up, and strange sounds can be heard from her pack as well as the cages and tanks built into TAM's shell. IIf any soldiers stop to look at her, she flashes a smile and waves politely.

While she's helping Belym she asks, "What d'ya think they'll do with all that meat?"


Female Dwarf Channeler 8 (23/28 hp, 1 armor, d4 damage, 2/15 xp) (Str -1, Dex +2, Con +3, Int +2, Wis +1, Cha +0)

Belym gives Sheridan an odd look. "You mean the bodies? Bury them, I expect, here if we can't get them back to Norwhich for a proper burial."

" You can trust the elf" Belym tells the man taking to Conwall, as she looks for the wounded in need of attention. She'll pull out an extra set of bandages and pass them to Tom, as well.

Belym's got a lot of bandages, but it looks like there may be lots to do here. This group was originally 50 or so militia, right? How many survivors do there appear to be?
Also, if anyone is on the brink, Belym will administer a healing potion if bandages won't cut it.


Male Ifrit Rogue - HP:7/14 AC:17 T:13 FF:14 F:+1 R:+6 W:+0 Init:+7 Perc:+5 DrkVisn:60' Enl/Red Inspired PosAttack
Skills:
Intimidate+8 Use Magic Device+8 Pf:Dance+8 Diplomacy+7 Disguise+7 Acrobatics+6 Disable Device+6 Stealth+6 Perception+5 Climb+4

Sheridan is stunned to silence and watches Belym leave. "Like.. t' keep 'em fresh for later?" She looks around to see if anyone else is nearby. "I mean, I won't eat 'em if that's rude, but someone will, right?"


Male Human Cleric 6 26/26 HP | 14 XP | Bless, Sanctuary, Speak With Dead | -2 cast a spell, 2 hold (spend 2 to make camp, 5 to escape labyrinth), blessed

Seeing the destruction, Tom seeks divine guidance.

Cast a Spell (Guidance): 2d6 + 2 ⇒ (4, 2) + 2 = 8 -> The spell is revoked


Sorry guys, I had an opportunity to meet some awesome game designers, and I had my IRL group, so I didn't update. it isn't likely to become a habit

Conwall wrote:
We had reason to believe they're camped by the old quarry. Is that no longer true?

"We didn't know about the army until an hour ago. We went out to reclaim they outlying farms from trolls and wargs, and the swamplands from the dragon. How long have you known about the Braxans? Why didn't you send a warning?" he says, obviously flustered. what do you do?

Belym wrote:

Belym gives Sheridan an odd look. "You mean the bodies? Bury them, I expect, here if we can't get them back to Norwhich for a proper burial."

" You can trust the elf" Belym tells the man taking to Conwall, as she looks for the wounded in need of attention. She'll pull out an extra set of bandages and pass them to Tom, as well.

Belym's got a lot of bandages, but it looks like there may be lots to do here. This group was originally 50 or so militia, right? How many survivors do there appear to be?
Also, if anyone is on the brink, Belym will administer a healing potion if bandages won't cut it.

Iron Tom Bonney wrote:

Seeing the destruction, Tom seeks divine guidance.

[dice=Cast a Spell (Guidance)]2d6+2 -> The spell is revoked

Mark off 6 uses of bandages, and 2 potions.Tom Your spell directs you to the wounded. I am assuming you help heal them, if you don't, I will rewrite this.

of the original force of 52, only 18 remain in fighting condition. 14 more lay injured, and likely to die. the rest are already dead

you spend at least an hour tending to wounds alongside Iron Tom. in the end, three more men die of their wounds, but you manage to save eleven, who are stable, and will likely be able to move in the morning. What do you do?

Sheridan Driftwood wrote:

Sheridan keeps Tam at a respectful distance, and helps Belym down out of the cabin. The scent of blood in the air is getting the larger specimens riled up, and strange sounds can be heard from her pack as well as the cages and tanks built into TAM's shell. IIf any soldiers stop to look at her, she flashes a smile and waves politely.

While she's helping Belym she asks, "What d'ya think they'll do with all that meat?"

The soldiers look you up and down, but mostly disregard you because of your association with Jericho and Belym. you have a few hours to kill while The others help the wounded. What do you do?

Ron Bucanero wrote:

While he waits for a sign of activity in the Braxan soldiers, Ron uses his spyglass to observe the camp on the hill. In particular he is focused on sentry locations,movements, and shift changes, and the location of horses, cooking fires, supply wagons and command tents.

Maybe a map of the camp will be useful as we get into some shenanigans.

good idea, I'll get on it. Gonna be a bit rough, but all my maps are


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Here is the map of the camp.


HP: 22/22 | Gambit 0 | Def 0 | GG: 619 (+4026 infernal) | Aggressive 7.11 BM (6.0 Wiz -0 ongoing) | AC 4 | 1d8 | S 1 | D 3 | C 0 | I 3 | W 0 | CH 0 | Spells: Light, Prestidig., US, Shadow Walk
DM Volsung wrote:
Here is the map of the camp.

River is on the west side, right? Down is north?


Ron Bucanero wrote:
DM Volsung wrote:
Here is the map of the camp.
River is on the east side, right? Down is north?

Shoot. I kinda forgot which side they were camping on. would you prefer I fix it, ot we agree that down is north?


HP: 22/22 | Gambit 0 | Def 0 | GG: 619 (+4026 infernal) | Aggressive 7.11 BM (6.0 Wiz -0 ongoing) | AC 4 | 1d8 | S 1 | D 3 | C 0 | I 3 | W 0 | CH 0 | Spells: Light, Prestidig., US, Shadow Walk
DM Volsung wrote:
Ron Bucanero wrote:
DM Volsung wrote:
Here is the map of the camp.
River is on the east side, right? Down is north?
Shoot. I kinda forgot which side they were camping on. would you prefer I fix it, ot we agree that down is north?

Down is north is fine.


Male Elf Level 6 Fighter (Armor 3, HP 25/25, xp 9/13 load 6/12) |STR 0|DEX 2|CON 1|INT 1|WIS 1|CHA 1
DM Volsung wrote:

Conwall wrote:
We had reason to believe they're camped by the old quarry. Is that no longer true?
"We didn't know about the army until an hour ago. We went out to reclaim they outlying farms from trolls and wargs, and the swamplands from the dragon. How long have you known about the Braxans? Why didn't you send a warning?" he says, obviously flustered. what do you do?

Our small band has known of the soliders for a short while, but we've only known of your company for a moment. As soon as we learned of your mission we set out to offer warning and new orders. I know things look grim, but you were not forgotten by Norwich. If you can spare a man or two to escort your wounded home, we can take the rest with us to make those Braxinese dogs pay for every one of your brothers.


Female Dwarf Channeler 8 (23/28 hp, 1 armor, d4 damage, 2/15 xp) (Str -1, Dex +2, Con +3, Int +2, Wis +1, Cha +0)

Once they've finished tending to the wounded, Belym will quietly slip into the woods, just far enough to be out of sight of the camp. She closes her eyes, places her hands on the ground, and then shoves her hands forcefully into the ground over and over, each time creating an open hole large enough for a body.

Bender of the Elements: 2d6 + 2 ⇒ (6, 2) + 2 = 10

Digging 23 graves with Bender, if my math is right; let me know if you think more than one roll is called for.


Conwall wrote:
Our small band has known of the soliders for a short while, but we've only known of your company for a moment. As soon as we learned of your mission we set out to offer warning and new orders. I know things look grim, but you were not forgotten by Norwich. If you can spare a man or two to escort your wounded home, we can take the rest with us to make those Braxinese dogs pay for every one of your brothers.

"I'm not sure it's wise to go there. With so many injured and dead, can we few make an assault?" He stops to do some calculation "With you, Belym, Jericho, The Fish, and Tom, we would number 21, and we would face a force of over a hundred men. Even Old Ron would not like those odds.". What do you do?

Belym wrote:

Once they've finished tending to the wounded, Belym will quietly slip into the woods, just far enough to be out of sight of the camp. She closes her eyes, places her hands on the ground, and then shoves her hands forcefully into the ground over and over, each time creating an open hole large enough for a body.

[Dice=Bender of the Elements]2d6+2

Digging 23 graves with Bender, if my math is right; let me know if you think more than one roll is called for.

I think I'll let one roll suffice. there are also a couple dozen Braxan men, do you bury them as well?


Male Human Cleric 6 26/26 HP | 14 XP | Bless, Sanctuary, Speak With Dead | -2 cast a spell, 2 hold (spend 2 to make camp, 5 to escape labyrinth), blessed

Yeah, I was looking to maximize my ability to help so healing more people is defiantly right in line with guidance.

Our job is to draw the main force from the camp as a distraction. The his is to lob missile attacks and then retreat into the woods forcing them to come to us. Using arrows lit with fire the confusion gives our ally an opportunity to strike directly at their supplies and commander.


Female Dwarf Channeler 8 (23/28 hp, 1 armor, d4 damage, 2/15 xp) (Str -1, Dex +2, Con +3, Int +2, Wis +1, Cha +0)

Yes, I'll dig graves for them as well.

Once she's done, Belym returns to Conwall and the militiaman he's speaking with. " You'll find two sets of graves over there. I don't think we have the time or the manpower to return the fallen to Norwhich, unfortunately."


Male Ifrit Rogue - HP:7/14 AC:17 T:13 FF:14 F:+1 R:+6 W:+0 Init:+7 Perc:+5 DrkVisn:60' Enl/Red Inspired PosAttack
Skills:
Intimidate+8 Use Magic Device+8 Pf:Dance+8 Diplomacy+7 Disguise+7 Acrobatics+6 Disable Device+6 Stealth+6 Perception+5 Climb+4

When (if) it becomes clear that there's some meat that's not being saved for later, Sheridan will approach cautiously, interested in rummaging in their belongings and maybe dragging one or two back to TAM. They can't help it, really, and they try to avoid eye contact with the survivors as they do it. Asside from their basic hoarder's instinct, they are taking this opportunity to assess this upcoming threat. What is the soldiers' armor like? what weapons do they carry? do they look hale (other than being dead)? They're looking for weaknesses they can take advantage of later.

Then, when no one's looking they will have a snack.

I'd like to trigger Curiosity.

Curiosity:
When you put yourself at risk to check something out, roll +Lore. On a 7+, ask the GM any one question related to the risks. On a 10+, the GM will answer it, as clearly as the circumstances allow. On a 7-9, the GM will tell you what more you need to do to find the answer yourself.

I'd understand if there's not enough danger. Otherwise, a regular Discern Realities, Spout Lore, or looting of the bodies. The question is "what's their greatest weakness?"

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