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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Iron Tom Bonney wrote:
Do I recognize the voice?

Same one as before, but you don't know who he is


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

Spout Lore: 2d6 - 1 + 2 ⇒ (6, 4) - 1 + 2 = 11

Tom searches his mind for some forgotten knowledge about these cultists, maybe knowing Ishtar has connected some dots he couldn't figure out before.


F Templar Lvl 6.02   dmg:D8 HP:25/25 A:2   Wrath:+3 ~ STR:+3 ~ CON:+2 ~ DEX:+1 ~ WIS:+1 ~ INT:0 ~ CHA-1   WANTED

Roshan looks about for the source of the enchantment, watching the surrounding battle with a wary eye.
Discern Reality: 2d6 + 0 ⇒ (4, 6) + 0 = 10
What here is useful or valuable?
What here is not what it seems?
Who's in control here?


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

Whoops again, forgot those runes were for the undead. Interesting information, but more immediate priorities abound.

So the information Ron is working with is: 1) "A little behind the portal is a chair, turned to opal, with a jet figure, vaguely humanoid, within it. the majority of the front of the island is taken up by a camp, apparently destroyed or assaulted before it was turned to gemstone (primarily sapphire and Ruby), also littered with damaged jet figures.", 2) "The jet figure in the chair is not so inert as he first appeared, you see him shift slightly as you sweep you vision away", 3) "portals need a steady stream of energy to keep them going, so some artifact or being nearby (like, within 200 meters) must be providing it with that power, from either or both sides of the gate. from what you understand of demonic magic, and the use of the rubies, there is likey a powerful demon who was bound by the ruby keeping the portal open", and 4) the portal is doing bad s+@~ right now.

Time for a brave and heroic decision.

Ron charges towards the sitting jet figure and drives the point of Remorse towards its throat with all his might.

H&S: 2d6 + 2 + 2 ⇒ (1, 1) + 2 + 2 = 6

Hahahaha! Oh man that is the best.


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F Templar Lvl 6.02   dmg:D8 HP:25/25 A:2   Wrath:+3 ~ STR:+3 ~ CON:+2 ~ DEX:+1 ~ WIS:+1 ~ INT:0 ~ CHA-1   WANTED

For a moment, Ron is back at town, training militiamen by the wall, and exchanging solemn words with a scantily clad, yet no less severe Roshan. "There is a name in our bladecraft for your technique, Captain: Sheathing the Blade. The form is deadly efficient because it pours every ounce of strength and wit into seeing your blade through flesh, and sheaths the enemy's blade in your gut. I do not see the wisdom in this as a focus of troup training. If we are to pit ourselves against armies, we'll need to survive a few fights before our work is done." Roshan nods in a manner both matter-of-fact and self-affirming. "I do not mean to criticize the ground tactics of yours or Conwall's choosing. It obviously works quite well for the both of you."

Aid Ron?: 2d7 + 1 ⇒ (5, 5) + 1 = 11


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 takes a moment to secure her handhold, and then sets about letting the great demon know where she is, unleashing a torrent of snow and ice over the serpent's head.

Channel Avalanche (ice, forceful, hazard): 2d6 + 2 ⇒ (5, 4) + 2 = 11

Basically still trying to hold its attention and give Roshan and Conwall time.


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 narrow as the vines approach. I let Catastrophe hack away at the vines before their barbs can get me.

hack and slash: 2d6 + 2 ⇒ (6, 2) + 2 = 10
damage: 1d10 + 1d4 + 1 ⇒ (8) + (4) + 1 = 13


Ron

you're acting on your DR, thats a +1, so rol some damage

Belym

the force of the icey blast , and the temperature differential, send cracks rippling through the bone. from behind the head-plate, a pair of large vines, with bone shards sticking from them, snake out, and rear up, ready to strike, what do you do?

Roshan

you check over sir bonney, high and low, but nothing from the cult is apparent. it would seem some other party is responsible.

you find the clerics brazier, and several sacred herbs. you may not be able to help him directly, but you can petition his god to do so.

finally, you remember an old trick, a quick way to determine the rough nature of a psychic assailant. you open one of sir Bonney's eyes. inscribed, where the iris and pupil ought to be, is an old symbol, older the Hebron himself.

what do you do?

Conwall

demon vines are no match for elvish steel, and your assualt leaves them stunted and broken, unable to stop you. the way is clear, but ever shifting as the beast moves. what do you do?

Tom

you know that this is a vile trick, a way to empty out a vessel, and suspend their consciousness. then you simply overwhelm them in this world, and inhabit the empty vessel. it is a favorite tactic of cults who wish to let their demonic master walk the earth unnoticed.

also, seriously, knife-face contact very imminent, spend some hold, H&S, DD, or do something, or that will become a hard move.


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

Pierce 2: 1d8 ⇒ 3


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 figured you call for a DD when it got close enough...

When the figure is close Tom moves first striking the creature and then following through with his crude but effective swordmanship. The followup only strikes an arm or whatever resembles one, but the first strike was solid.

Spending 1 hold to deal 5 damage, and...
Hack and Slash: 2d6 + 1 + 2 ⇒ (4, 6) + 1 + 2 = 13
Damage: 1d6 + 1 ⇒ (2) + 1 = 3


Ron Bucanero wrote:
[Dice=Pierce 2]1d8

The Gem-man stands, with incredible speed, stangle sounds, like chimes tinkling, echoe every time it moves. what should have been a fatal blow (perhaps, you aren't sure of this thing's biology), is reduced to a blow to the stomach. equally fast, it lashes out, the sharp claws punching deep into your flesh best of 2d8, 1 piercing. you notice a strange, almost circular section on its arm, that is indented, and dark red. meanwhile you hear tinkling noises from behind you, what do you do?

Tom

perhaps I need to start giving these guys more hp, you guys seem to make pretty quick work of stuff you can H&S

with each cut you make, the cultists form seems to grow weaker, less corporeal, as if it's essence is evaporating. the final blow seems to seal it, and the cultist dissipates, like mist in the sun's heat.

from behind you, the voice echoes again, this time slightly stronger. you can tell it is coming from the island. Please, help me. Please gods tell me you can hear me!


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

It's a bit rude t' demand without introduction! Tom bellows frustrated as he searches the landscape for any remaining threat before turning around, I hear ye, but I have little reason to pay heed.


Iron Tom Bonney wrote:
It's a bit rude t' demand without introduction! Tom bellows frustrated as he searches the landscape for any remaining threat before turning around, I hear ye, but I have little reason to pay heed.

I'm trapped in here, like you the voice says. when you turn to face him, you see a lanky figure wearing torn peasant clothes struggling to lift himself using a stone pillar. my name is Lydus, I was a resident of Bridgebury, before the cult took us all. they killed all the others. I've barely been able to dodge them in here. you're the first friendly face I've seen in ages.


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 calls on her elemental once again; the otter grabs the dwarf in its paws, then vanishes...

Command Teleport Elemental: 2d6 + 2 ⇒ (5, 1) + 2 = 8

... And reappears an instant later, halfway down the great serpent's back. Belym quickly creates a barricade of stone as she considers her next move.

Channel Barricade of Spikes: 2d6 + 2 ⇒ (3, 5) + 2 = 10

Can I tell about where Conwall is relative to my current location?


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

Well, Lydus. I cannot promise anything, but I will try and free you. as Tom looks around for any way out.

Could I cast trap soul as I leave this place to bring him with me and store him inside a gem? I'd have to grab one of the other ones for Einora at that point, but it seems like a good cause that's risk free.


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's eyes widen as the creature seems to know precisely where he is despite the invisibility. He grunts as the jagged claws dig in.

Damage best of 2 Pierce 1: 2d8 ⇒ (4, 5) = 9

5 damage, 1 gambit.

Ron back steps with the strike to minimize its impact and then rolls forward beneath the creature's marked arm to gain some distance and put his immediate target between himself and the stirring figures.

Cautious/Bless Defy Danger Dex to get position for magic missile at that mark: 2d6 + 2 + 2 + 1 ⇒ (1, 1) + 2 + 2 + 1 = 7

Seems about right. I'll think of a consequence and post separately.


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

As Ron rises and pivots, expecting a brief respite, he finds that the creature is immediately upon him. The battlemaster desperately raises his shield to parry the blow.

Defy Danger Con?: 2d6 + 2 + 1 ⇒ (6, 5) + 2 + 1 = 14

As the creature loses its balance, Ron drives Remorse into the mark.

H&S: 2d6 + 2 + 2 ⇒ (2, 1) + 2 + 2 = 7

Damage Pierce 2: 1d8 ⇒ 3


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)

Forgot to put this in my last post, but the 7-9 means I'm now out of Control on the Teleport Elemental.


Belym

Trying to keep you on the same timeline as Conwall, haven't forgotten you. and you can see where Conwall got into the bone-serpent, its about 30 meters ahead of you

Tom

There is a way out, where the altar is in the real world. but it's guarded by a monster. do you think you can get us past it? Lydus asks. he still clings to the pillar, but he seems stronger now, his resolve literally strengthening him. what do you do?

Ron

Are you going to cast MM? the DD was a 7+, so you succeeded. also, why do you have -3 armour currently?

The beast lashes out again, this time raking its claws across your stomach. behind you, the tinkling gets louder, and more frequent, 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

Do I even know where the altar is in the real world?


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

Are you going to cast MM? the DD was a 7+, so you succeeded. also, why do you have -3 armour currently?

The beast lashes out again, this time raking its claws across your stomach. behind you, the tinkling gets louder, and more frequent, what do you do?

As my complication for the 7-9, I made it so I couldn't get enough distance from the creature for a MM and was forced to instead engage in melee. I'm at -3 armor because I took my armor off as part of the original plan to lead the beast away. Fighting in my skivvies.

Some questions about the current situation. How many jet figures did I see when I inspected the island? Does the thing appear to be affected at all by my attacks?

Taking damage best of 2 pierce 1: 2d8 ⇒ (4, 3) = 7

4 damage. 1 gambit.

Ron rolls backwards with the blow, and continues until he is at the edge of the island outside the ring of enchantments.

Defy Danger Dex/Cautious/Bless: 2d6 + 2 + 2 + 1 ⇒ (6, 5) + 2 + 2 + 1 = 16

Ron takes advantage of the distance he has gained to drink a healing potion. He tosses the vial aside and then launches Remorse at his original target, seeking the red sigil.

Cast MM (Bless): 2d6 + 3 + 2 ⇒ (1, 5) + 3 + 2 = 11

Damage: 2d4 ⇒ (2, 3) = 5

Remorse strikes home, and blue lightning courses through the creature, lighting it up from the inside. Focus, they must have a weakness.

Spout Lore (Possible Weaknesses?): 2d6 + 3 + 2 ⇒ (2, 2) + 3 + 2 = 9

Empowered Bless is the bees knees. Spend 1 gambit to make that Spout Lore a 10.


Tom

yeah, its in the center of river-thatch, and you have seen a map of the area.

Ron

This worked out so well

Remorse flies true, piercing through the red mark, and the whole arm,and driving into its chest. the magic shatters the creatures whole chest. you briefly see a swirling purple vortex at its centre, a little piece of the portal, before it fades away. the portal hisses and twirls as it does, and the tinkling grows louder and more urgent still.

Their gem-coating is just extremely effective armour, they still are vulnerable to weaponry. also, there were 4 figures in the camp, and the one in the chair


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

Don't tell me you need to be carried or something, Lydus. We're headed for that altar.


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

Flashback

Sheathing the Blade. I like that. But yer right, it won't do for the lot of them. We'll be outnumbered. Teach us one of yer forms. One for fighting a group.

End Flashback

Ron dips the point of Remorse and drops into Wind Upon The Grasses.

Change Tactic to Reckless: 2d6 + 3 + 2 ⇒ (1, 4) + 3 + 2 = 10

He sprints forward towards the closest figure and brings Remorse around in a wide slashing motion towards its throat.

H&S: 2d6 + 2 + 2 ⇒ (1, 6) + 2 + 2 = 11

Damage (Pierce 4): 1d8 + 1d4 ⇒ (4) + (2) = 6

The battlemaster follows his momentum into a low drifting spin, lashing out with the edge of the shield into the side of a second creature's "skull."

H&S: 2d6 + 2 + 2 ⇒ (6, 6) + 2 + 2 = 16

Damage (Pierce 4): 1d8 + 1d4 ⇒ (1) + (1) = 2

Ron pirouettes away from the second creature, moving towards the third, which stands waiting for him.

Pausing here for a golden opportunity move.


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Ron

Gonna wait on Conwall and Roshan, just to keep everyone on similar timelines.

Tom

However, You are in your own timeline, so I'll keep this one going

No, I think I can walk, but I doubt I can fight, I'm sorry He says, limping toward you. as he reaches you, he gestures forward We should move quickly, the longer we take, the more people they will send after us

This is a 0-ration perilous journey


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F Templar Lvl 6.02   dmg:D8 HP:25/25 A:2   Wrath:+3 ~ STR:+3 ~ CON:+2 ~ DEX:+1 ~ WIS:+1 ~ INT:0 ~ CHA-1   WANTED

In the middle of a pitched battle, with equipment she is unfamiliar with, Roshan begins to petition a God she has little faith in. "Iisac, brilliant son of Hebron, shepherd of humanity, your Calloused Hand needs your voice to cleave the fog that clouds his eyes." Not exactly accustomed to prayer, as dead Gods are not the type to answer, Roshan does what she can to help Brother Bonney.
Defy Danger(WIS): 2d6 ⇒ (2, 1) = 3

6/10 xp. This is where Roshan burns all the healing herbs and grinds hallucinogenic inscence in Tom's eyes.


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

So sorry for the delay. I've been traveling

With the crystal within reach, I bring my whole strength into crushing it with Catastrophe

Bend Bars, Lift Gates + DS bonus: 2d6 + 2 ⇒ (4, 2) + 2 = 8

It's fast and Catastrophe is unharmed. It's loud as heck and it's never going to be right again...but the crystal is destroyed.


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

Great. You take the lead and I'll keep an eye out for trouble.

Perilous Journey: 2d6 + 3 + 2 ⇒ (6, 2) + 3 + 2 = 13

Tom walks with a hand on his sword.


Ron

the first figure you strike slumps to the ground, chest impaled, and the second figure stumbles, but doesn't fall, a the third one is ready, and assumes an offensive stance as you approach. Then the fourth grabs your sheild arm, holding it fast. the third is dashing forward, and you hear the second's tinkling steps. what do yu do?

Roshan

You burn the herbs, Iisac has been petitioned, though you see no response. what you do see is the phalanx collapsing in your absence, several men flee the fray, and the three remaining demons gain ground. what do you do?

Conwall & Belym

as the orb is sundered, bits of crystal spraying away from the blade, the entire beast stops moving, and begins to collapse, while you are still upon/within it. what do you do?

Tom

you go through this eerie facsimile of the Ghostmoor, and reach the outlying villages. the architecture here is a strange mix of Norwhich and Ghostmoors's buildings, and a coastal style. you hear footsteps coming, and are able to duck inside one of the houses before they cultists (a pair of them) spot you. what do you do?


F Templar Lvl 6.02   dmg:D8 HP:25/25 A:2   Wrath:+3 ~ STR:+3 ~ CON:+2 ~ DEX:+1 ~ WIS:+1 ~ INT:0 ~ CHA-1   WANTED

Khanda still planted in the ground at Tom's feet, Roshan looses the strap holding her shield to her forearm and hurls it at one enemy before drawing her dancing blades and charging at the other two.

Volley?: 2d6 + 1 ⇒ (1, 3) + 1 = 5

Hack & Slash: 2d6 + 2 - 1 ⇒ (3, 3) + 2 - 1 = 7
Damage: 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7


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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 leap from the collapsing behemoth, flipping gracefully from its towering bulk and landing in a perfectly executed three point landing as the monster collapses in a cloud of dust behind me.

Elves never look back at explosions.

2d6 + 2 ⇒ (5, 4) + 2 = 11


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

That still only counts as one! Love the shadow of colossus style boss fight there.


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)

As the demon collapses, Belym quickly races back up its neck towards its head; as the head crashes down, she leaps through the air...

Defy Danger Dex: 2d6 + 1 ⇒ (6, 2) + 1 = 9

And lands sprawling on the pathway, the regrouping demons in front of her and the sinkhole behind.


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 want to bonk theirs heads together and knock them out. What would that take?


Roshan

as it turns out, shields just aren't meant for throwing... you owe Tom a new shield.

but, your melee assault is more successful, your first strike knock one of their sheilds away, your second blade lungin in for a death blow. only two remain now. what do you do?

Belym

One of the demons is bearing down on you, ax raised. what do you do?

Conwall

you land on the Marshway, behind the demons, and watch as they close in on your allies. Behind you, you hear the sounds of combat, Ron seems to have engaged the enemy as well. what do you do?

Tom

Concussing and knocking them out would be a DD+Str


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

DD Str: 2d6 + 2 + 2 ⇒ (5, 3) + 2 + 2 = 12

Tom's arms reach from the shadows of a doorway, grasping the cultists' head and pushing them together with crushing force.


Tom

your plan works flawlessly, the two cultist, caught by surprise, slump to the ground. the area is clear, for now, 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

As the creature touches Ron, Remorse flashes blue and gold.

Cast Mimic: 2d6 + 3 + 2 ⇒ (3, 5) + 3 + 2 = 13

In its grasp, Ron transforms into a mirror image of his prey, reveling in the protection afforded by the stone skin.

He then pulls the creature towards Remorse.

DD Str: 2d6 + 1 - 1 + 2 ⇒ (4, 2) + 1 - 1 + 2 = 8

H&S: 2d6 + 2 + 2 ⇒ (1, 3) + 2 + 2 = 8

Damage (Pierce 4): 1d8 + 1d4 ⇒ (7) + (4) = 11

As Remorse digs deep, out of the corner of his eye Ron sees the hell gate shrink, but not before a demon emerges, scowling at the battlemaster. Complication, reinforcements coming.

Distracted by the sight of the demon, Ron fails to notice the fourth stone creature strike him from behind.

How much damage? What's the armor on the stone guys? My physical characteristics match until after I take damage, so I was trying to steal their Armor rating with the Mimic spell.


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

Tom pushes Lydus in front of him and scans the area as they move for the altar, Keep moving we should be close.

Discern Realities: 2d6 + 3 + 2 ⇒ (5, 2) + 3 + 2 = 12

  • What is about to happen?
  • What should I be on the lookout for?
  • Who’s really in control here?


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)

As quickly as possible, Belym traces earthen lines over her form, and digs into the walkway under the demon's feet.

Channel Burrowing Carapace: 2d6 + 2 ⇒ (4, 4) + 2 = 10

She emerges a few feet behind it, upright and ready to launch a boulder.

Overchannel Giant's Sharpened Stones: 2d6 + 2 ⇒ (6, 6) + 2 = 14
Damage (forceful, 2 piercing): 1d6 + 1d4 ⇒ (3) + (2) = 5

Alright, how do I get a new virtual d4? I think I've rolled a 2 for the last 5 consecutive Overchannels.


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

traveling home today, will have to post later!


Belym

Keeping you on the same timeline as Conwall. But as for the d4, simply insert a d4 into your usb port, and go through the driver software installation

Ron

The demon snarls as it's limbs stretch, face snarling, before it begins running at you full tilt, claws poised to eviscerate.

more pressing, however, is the fourth crystal-man. he grasps you by the arm, cold crystal claws holding your arms like a vice as it wrenched them behind you. you hear something enormous fall into the water behind you, it would seem the beast has been felled (And Conwall will likely be insufferable the rest of the day). What do you do?

three armour. and no damage, a more fun move

Tom

You reach the town of Riverthatch, slipping through the brass wall in a spot Lydus points out to you. you watch the open glade, where the portal lies, but before it curls a creature, like a small dragon.

  • Lydus is glancing between the dragon and theportal, and resting on the balls of his feet. he is going to run, either for the portal, or away.
  • You see scorch-marks in many places around the glade, if you try to get to the portal, this monster will likely try to incinerate you.
  • As you are watching, you see the dragon stir, and glance back at the church steele. someone, or something, is moving up there, commanding the dragon.

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

So I'm assuming that this demon is just hell bent on destroying everything around it, since I'm functionally identical to the other crystal men. If he instead has a supernatural ability to identify me as the specific target, this is going to go very poorly.

As the demon charges, Ron disappears from sight.

Cast Invisibility: 2d6 + 3 + 2 ⇒ (5, 2) + 3 + 2 = 12

He drops to the ground, letting his full weight drag the visible creature imperceptibly down.

Defy Danger (Quick thinking INT? Otherwise, DEX?): 2d6 + 3 + 2 ⇒ (3, 5) + 3 + 2 = 13

As the demon charges the crystal man, Ron keeps an eye on the demon's feet, ready to roll to avoid being trampled.


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

Tom does not say a word, but puts a comforting hand on the shoulder of Lydus. He pulls back to as private and area as possible and whispers, Someone is controlling the dragon's actions. We will have to draw it away to use the portal. You stay here, worst case I get caught and when the dragon is called away you can run to the portal.

Tom then leaves Lydus alone and makes his way to the church. Did you mean church steeple?


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 rush towards the baddies, ready to fight and
h&s: 2d6 + 2 ⇒ (3, 1) + 2 = 6

Oh dear


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

I'm having trouble coming up with a good justification to give you a gambit Conwall, because I can't really picture what you are doing. Are you charging towards my fight, or towards the other fight?


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

Yours. I'm rushing in to help you out


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

Flashback:

As Ron disappears from sight, his voice floats over to Conwall's sensitive ears.

If I see a chance to get to that hellgate, I'm going to take it. I trust ye can handle these rabble. If demons begin pouring out, I'll need yer help. Occupy the biggest target, I'll drop the rest.

End Flashback

Spending 1 gambit to make Conwall's 6 into a 7.


Belym

your boulder flies hard, and sends the remaining demons flying. they fall into the marsh, broken and dead. the 5 remaining soldiers look to you for guidance. What do you do?

Ron

You disappear, and pull the creature down, which gets torn apart by the creatures claws. as the last crystal-man shatters, the portal starts to flare and flash, growing unstable. meanwhile, that damned-fool Elf gets himself grabbed by the demon, what do you do?

Conwall

you leap toward the demon, a real brute, standing 6 meters tall, built like an ox, with an enormous muzzle overflowing with twisted, serrated teeth. On the end of the beasts muscular arms end in vicious curved talons, talons which seem to not be slowed in the least by the crystal skin of the man holding Ron. You almost falter, but steady at the last moment, and deliver a blow spot-on. however, it does not seem to affect the creature over-much, it grasps you in one of it's taloned hands (Pinning your arms to your sides as well), and opens it's mouth, roaring. what do you do?

Roll your damage to the demon, and roll some damage for yourself (best of [2d8]+4, 4 piercing).

Tom

yes, steeple

Lydus looks like he is going to say something, but seems to think better of it at the last moment. You reach the church easily enough, the door opening quietly. there is a ladder that goes up to the steeple's windows... It looks creaky. 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

Tom takes a moment to assess the situation, making sure that whatever it is still is hanging out up there and if there are any ways to slip past Tom.

Discern Realities: 2d6 + 3 + 2 ⇒ (2, 3) + 3 + 2 = 10

  • What should I be on the lookout for?
  • What here is useful or valuable to me?
  • What here is not what it appears to be?

    Starting a fire - good idea or best idea?

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