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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Terrain: marshy, deep enough that you'll be up to your chest in water and muck if you go in (except belym, it would be more like her neck). the marshway here is mostly unbroken, and in a T shape (you guys are on the top, they are on the bottom moving toward you)
Seige demons astride a tough, four legged base, a muscular torso rises, four arms jutting our from under the armour. these ones bear enormous axes with them
Conwall
You touch down on the Marshway just as Roshan and Ron's volley's land. the foot soldiers go down hard, and the Siege demons seem unbalanced. however, the cloaked figure seems unphased, and starts casting a spell. what do you do?
Ron & Roshan
The azure inferno engulfs the foot soldiers, cooking them in their armour, even the siege demons seem wounded. Then Roshan's bolt lands. the one it did not strike takes a knee, shaken. the one it struck takes a dip in the marsh, not dead, but out of the fight for the moment. What do you do?
Belym
the icy shard and frigid serpent tear into the sorcerer, however, the elemental frost also engulfs your lower extremities. you are trapped in fairly thick ice up to the knees, what do you do?
Tom
The battlefield seems under control, and Conwall seems perched to deal with the spell-caster. the Siege demon is the biggest threat, do you feel like trying out that new sword?
Edit The siege demons are about 16 feet talk, and climable, if you really wnat, but not quite Shadow of the colossus (Though I will admit, I do tend to like doing boss fights in that style)
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
The fireball might not have shaken the spell caster, but I can. I hurl one of my daggers at his throat
volley+bless: 2d6 + 3 ⇒ (1, 2) + 3 = 6
Miss horribly.
If I'm able, I follow up my ill fated throw (which never seems to work anyway, I don't know why I do it) with a slash from catastrophe
hack and slash + bless: 2d6 + 3 ⇒ (3, 4) + 3 = 10
I don't want to give the spell caster an opening, and I'm hoping any amount of damage is enough to distract him from his spell. I pass up an easy chance for more damage to keep myself safer.
damage: 1d10 + 1d4 ⇒ (1) + (3) = 4
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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 clasps her hands in front of her, then sharply extends both arms outward; the ice around her feet mirrors the motion...
Bender of the Elements: 2d6 + 3 ⇒ (4, 3) + 3 = 10
And then a forward thrust of her arms sends it flying toward the spellcaster.
damage: 1d6 ⇒ 2
spending all 3 hold, since that seems like it'd require one for "move to a new position" to safely get myself clear, then adding 1d6 damage and Forceful.
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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
Cast Fireball: 2d6 + 3 ⇒ (3, 4) + 3 = 10
Ron focuses for a moment on a space in front of but between the siege demons' heads. Another ball of blue flame erupts, engulfing the siege demons but leaving the soldiers, the cultist, and (hopefully) Conwall unharmed.
My idea here is that the fireball erupts at about 16 feet in the air in front of the siege demons' faces but out of range of Conwall. I understood the siege demons to be leading the way, but if that isn't the case the main goal here is not to hit Conwall. If that isn't impossible, then I want the flash to be high enough in the air to just try to distract/confuddle the demons.
Damage (Reckless) Ignores Armor: 2d6 + 1d4 ⇒ (6, 4) + (2) = 12
Seeing Conwall at the back of the line, Ron begins jogging towards the enemy group, hoping to keep them focused on the battlemaster.
Conwall
your dagger whizzes by the caster, warning it of your approach. She erects a shimmering barrier, and as you strike it, her hand twists into a strange motion, and the barrier folds around and onto you, holding you fast. What do you do?
Belym
The ice strikes the caster in their knees, knocking them to the floor. as their hand touches down, purple flame extends from it, forming a circle. What do you do?
Ron
The siege beast that was still standing fries, the flame reducing his torso to smoldering bones. the one in the marsh escaed the flame, adn has stood back up.. you will have o deal with it or dodge past to get to the caster. 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
I grit my teeth, simple binding magic, no match for a strong will. I imagine the barrier isn't there anymore...
defy danger wisdom+blessing: 2d6 + 1 ⇒ (6, 3) + 1 = 10
...and it isn't. This close to the caster, I follow up with another strike.
hack and slash + blessing: 2d6 + 3 ⇒ (1, 4) + 3 = 8
damage: 1d10 + 1d4 ⇒ (10) + (1) = 11
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 thought I posted!
As the group scatters Tom realizes they have split too far for him to support more than one at a time, the best thing he could do to help is move himself. With a wish and a prayer he charges forward to the ensuing melee.
Cast a Spell(Bless): 2d6 + 3 ⇒ (6, 5) + 3 = 14Empower, draw attention double effect.
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)
That can't be good. Belym focuses her mind out along and below the causeway, and with a stomp of one foot...
Bender of the Elements: 2d6 + 3 ⇒ (2, 6) + 3 = 11
Three columns of mud and stone erupt from beneath the caster, shattering the walkway's surface and hopefully breaking the circle.
Spending all 3 hold for 3 forceful effects. You said there weren't any ghouls nearby, right?
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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
Having reloaded her crossbow, Roshan fires again.
Volley: 2d6 + 1 ⇒ (3, 6) + 1 = 10
1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11
*actual glee*
As the arrow sinks into a soft part of the hellborn siege engine, Roshan shouts: "Take the cultist alive!" Then, through grit teeth. "I can carry this one."
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
Nice shot Roshan!
Ron begins running towards the fray under the cover of Roshan's fire. As he closes in on the group, Ron prepares hold the cultist's attention while Conwall finishes it off.
Change Tactics Defensive: 2d6 + 3 ⇒ (6, 6) + 3 = 15
Ron doesn't hesitate as he moves past the wounded siege demon.
Are all of the ground troops dead?
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
With Roshan's blow Tom attempts to keep any attention occupied to let Roshan attack from afar.
Defend(Roshan): 2d6 + 3 + 2 ⇒ (5, 6) + 3 + 2 = 16 +3 hold
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Conwall
From deep within you, you feel a power welling up, and then, with a burst of purple-black energy, you shatter the barrier, and bring down Catastrophe on the caster, the magical blade barely slowed b her defensive enchantments. However, she gets a spell off, and you are hir, hard, by a burst of magical energy 1d8+2, forceful. what do you do?
Belym
the pillars of ice shatter the marshway, breaking the circle, and whatever spell the sorceress was casting. however, a burst of shadowy energy bursts from the cultist's hand, and flies straight toward you. what do you do?
Tom
As you utter your spell, the beast in the marsh's head turns toward you and it begins stomping toward you and Roshan, what do you do?
Roshan
Yu don't know if it was your shot, or Sir Bonney's spell, but the giant demon is approaching quickly, what do you do?
Ron
You are heedless of the demon, however, it is quite cognizant of you. an enormous axe strikes you hard. 1d10+5, forceful and messy... sorry 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 charges forward, sword in hand, to try and damage the creature's legs and hamper is movement. Any wound he could give would burn and sting, the moment would leave his thick skull turned towards Tom.
Hack and Slash: 2d6 + 1 + 2 ⇒ (2, 6) + 1 + 2 = 11
Damage: 1d6 + 1d4 ⇒ (4) + (1) = 5
Spending one hold to give Roshan +1 forward on her next attack. Do I need to defy danger to get into position so close?
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 reloads the crossbow one-handed against her hip, using her other hand to draw her beltknife and drag the blade across her forearm, blood dripping down on the bolt.
Penance: 1d4 ⇒ 1 back to 3 wrath (22/24 HP as of posting)
Volley: 2d6 + 1 + 1 ⇒ (5, 5) + 1 + 1 = 12
Divine Force: 1d8 + 3 + 1 ⇒ (1) + 3 + 1 = 5 Flaming, Forceful, Righteous
Another thunderclap collides with the siege beast, passing a foot to Tom's left and throwing him clear after his exchange with the creature.
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 attempts to avoid the oncoming energy by dropping to the walkway.
Defy Danger Dex: 2d6 + 1 ⇒ (2, 4) + 1 = 7
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
Belym, don't forget we are narrating our results on DD 7-9 and earning XP on truly terrible things.
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
Damage: 1d10 + 5 - 4 ⇒ (5) + 5 - 4 = 6
Ron is bodily thrown backwards from the blow. His vision blurs, and he touches two fingers on his left hand together.
Cast Invisibility: 2d6 + 3 ⇒ (4, 4) + 3 = 11
The battlemaster rolls away from the demon, and stands shakily to his feet.
Who all is still alive?
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
damage-armor: 1d8 - 1 ⇒ (7) - 1 = 6
I go flying away from the cultist, landing at Roshan's feet.
Err, the time to ask for prisoners is before I engage, not during. Sorry, I'm pretty sure she's dead...
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)
I'd also like an overview of who's still up... Conwall and I clearly have different motions of that, at a minimum, since I thought we were fighting the same caster and she's still up and pelting me with energy.
Yeah, Mea Maxima Culpa there, I can see how my post could have been misinterpreted as the caster dying. sorry about that, they're still up and slingin' hellfire.. and the siege demon is stil up, it'll take a massive abount of damage, or damage that ignores armour to put it down.
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'm picturing Cornwall just flew 100 yards over the head of a 16ft tall demon.
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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
my bad, I'll retcon.
Conwall wrote: [dice=damage-armor]1d8-1
I go flying away from the cultist, landing at Roshan's feet.
I'll...errr...see what I can do I grunt, kipping up on my feet and rejoining the fray.
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's reaction is too slow, and she is enveloped by the caster's spell; it condenses to a thin line of shadow leading back to the caster. She scrambles back to her feet, and launches a stone volley at the caster...
Overchannel Giant's Sharpened Stones: 2d6 + 3 ⇒ (4, 2) + 3 = 9
Damage: 1d6 + 1d4 ⇒ (1) + (2) = 3
And is thrown backwards by an invisible force, matching the impact her boulder delivered to the caster.
I'm picturing the spell as a "shared pain" deal, so half of anything bad that happens to the caster gets transferred to Belym. Damage, tag effects, etc.
Also, I get an additional complication on the 7-9.
Belym takes a total of 4 damage, 2 from Overchannel and 2 from the shared pain.
Tom & Roshan
Neither of your attacks are able to penetrate the beasts thick hide and heavy armour, however, the beast is down and tumbles into the swamp. you guys have plenty of breathing room. What do you do?
Belym
Mark xp, deliciously masochistic
You land hard against a post on the Marshway, while the cultist does the same on a tree in the moor. around you, you see purple lines converging in a spiral on you. what do you do?
Conwall
The caster is in the marsh immersed in spellwork, the siege demon is flailing in the swamp. which target do you go after?
Ron
Same target list as Conwall, same opportunity. same question
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 drops the crossbow, draws her dancing blades, and takes a running leap off the walkway and onto the creature.
Defying possible Danger(STR): 2d6 + 3 ⇒ (6, 1) + 3 = 10
Hack & Slash: 2d6 + 3 ⇒ (3, 3) + 3 = 9
Damage: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Skin contacting Roshan's armor takes her Wrath(2) in damage, ignoring armor. (Your call if chitin counts for skin.)
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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 at camp sitting next to Roshan at the edge of the marsh. It seems he had returned after their prior encounter.
Fear is a tool. A friend. Keeps ye from doing anything too damn foolhardy. But the best fear be fear of failing. Fear of yer friends and loved ones lyin' dead in the mud cuz ye sat there shakin' when ye needs be killin. So yeah, fear is an old friend. Embrace her, and leap gladly into the maw.
Spend a gambit to turn Roshan's 9-10.
End flashback
Ron is inspired by Roshan's foolhardiness.
Change Tactic Reckless: 2d6 + 3 ⇒ (4, 4) + 3 = 11
He leaps after the Templar, landing on the thrashing demon.
DD Dex: 2d6 + 3 ⇒ (1, 5) + 3 = 9
+1 forward to suicidally reckless behavior per Roshan's move makes that a 10.
Ron drives Remorse into the beast, turning visible as he does so.
Backstab: 2d6 + 3 ⇒ (3, 4) + 3 = 10
+1d6 damage and I don't get into melee.
Ron pulls Remorse out of a gaping wound and rolls off the side into the water, gaining enough distance to be out of range.
Damage Reckless Backstab (Pierce 4): 1d8 + 1d4 + 1d6 ⇒ (7) + (4) + (2) = 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
Tom grasps his icon of Iisac and targets the downed demon now that he has fallen over from the assault. The damage might be in its pride alone, but that gives Tom a small enough crack to twist the embarrassment and shock of actually being knocked to the ground into something grander and more dark.
Suddenly he sees himself being corrected by his masters, torturous discipline carried out to extremes with little fear of killing the creature - and even if they did it means little to them. They saw him and they will come for him, they know. They know.
Cast a Spell(Cause Fear): 2d6 + 3 + 2 - 1 ⇒ (4, 3) + 3 + 2 - 1 = 11 empower, two targets. Lose the spell. the creature must choose to flee, panic, beg, or fight the spellcasters on the walkway.
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 rolls off the walkway, tracing the shape of a carapace as she falls into the water below...
Burrowing Carapace (earth, teleport, barrier): 2d6 + 3 ⇒ (3, 5) + 3 = 11
... And emerges on a nearby island, with a tree between her and the caster.
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
Taking prisoners, huh? I drive Catastrophe into the mud and rush the caster. This may be my worst idea yet.
As soon as I'm in swinging distance, I tackle the cultist, trying to pin her down.
I have no idea what move that triggers...
Conwall wrote: Taking prisoners, huh? I drive Catastrophe into the mud and rush the caster. This may be my worst idea yet.
As soon as I'm in swinging distance, I tackle the cultist, trying to pin her down.
I have no idea what move that triggers...
Defy danger with strength, I think.
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
dd strength + blessing: 2d6 + 1 ⇒ (3, 6) + 1 = 10
I fling myself onto the cultist, pinning her to the ground.
Belym and Conwall
Conwall breaks the cultist arm as he pins her, and she tries desperately, but futile, to escape, shouting Release me, you fools, I am a servant of the Lady, do you want to further incur her wrath?. Do either o you have rope?
Roshan, Tom, and Ron
Branded by an inquisitor and struck terrified, the siege demon tries to crawl away, but Ron reaches it first, landing high on its back, right in front of a rent Roshans bolt tore in the pitiful things armour. Remorse finds the beasts spine, and tears through it, punching through to the other side, darkening the marsh further. it's quite dead, what do you guys do?
Have I mentioned how terrifying you guys are at this point?
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)
Is Belym's arm also broken?
Also, my intent, which I now realize I didn't clearly state, was to be on a different island from the caster - I was just trying to break LoS and hoping that'd negate the purple spiral spell. But, this works, we can just roll with it!
I've got plenty of adventuring gear, I'm sure there's some rope in there somewhere. Waiting for an answer about the arm before posting an action.
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
not actually broken, but it feels broken (Mark weak until you break the spell). and teleporting doesn't end the spell (obviously).
And Tom, the warbad was slain, all except the caster are dead.
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
Cast a Spell(Hold Person): 2d6 + 3 + 2 - 1 ⇒ (4, 5) + 3 + 2 - 1 = 13
Tom jogs over to Cornwall, happy to leave Ron to his carnage. Seeing the caster refuses to be quiet or comply, Tom slaps his head leaving the mark of Iisac on his forehead. Marks show up on his joints and muscles, and he is frozen in place breathing shallowly, Now that's an improvement!
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 stand up and retrieve Castrophe from the muck. I can't believe that worked...Roshan, do whatever it is you do. I'd prefer to not see you in action. Only counts as one, Ron. I say, passing Ron as he stands triumphantly over the carcass of the siege beast.
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 begins the dirty work of digging through the two demons' remains searching for divine ore.
When the filthy work is complete, he climbs to the walkway and glows blue for a moment.
Cast Prestidigitation: 2d6 + 3 ⇒ (6, 6) + 3 = 15
The viscera sheds off Ron, and he now looks as if he is about to lead a ceremonial parade outside the king's palace.
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 waits until Roshan is busy with the captive before approaching Conwall. He holds up two fingers and speaks quietly. Ye forgot the first one.
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 Tom's spell takes effect, Belym gains a fainter set of marks on her joints as well. Mark Shaky until either Tom's or the cultist's spell is gone? Also, the spell might not be 100% effective....
"Tom, I think I have a problem ", Belym croaks, holding up one elbow to show the priest Iisac's mark.
If Roshan even looks like she's trying to move to the island, Belym will attempt to block the Templar's path.
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 collects the cultist, practically skipping by her usual stoic standard. She admires the divine seals on the back of her hands. With a grunt, the templar breaks two of the cultist's fingers. "I think I can fix those... if you confess your sins. Tell me, blasphemer, do you have a favored limb? I ask because it's early yet, we've only just gotten on the road, and, strong as I may be, it is not the long road ahead I look forward to. At least not carrying you whole..." They are out of the party's earshot before the conversation continues.
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
Oh s*$#. Belym is about to have a very bad day. Roll to interfere?
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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
The fingers break as Tom sees the spell marks leave Belym as her fingers twist in the air.
Roshan! Hurting him breaks the spell! Belym, I'm very sorry can you endure it for a few minutes? I can fix it right up.
Tom jogs back over, Roshan ye damn zealot.
Cast a Spell(Hold Person): 2d6 + 3 + 2 - 1 ⇒ (2, 6) + 3 + 2 - 1 = 12 Empower, lose the spell, freeze Roshan and the cultist.
Tom slaps both his hands on the pair after tracking Roshan down, Damn it woman! Leave them undamaged for a time, Ron can tie them up for you later. Tom says lifting Roshan up and hauling her frozen body whispering, Forgive laying my hands on you in this manner, but Belym's fate has been tied t' the cultist - she feels what they do and effects on them effect her too. Patience, please sister. And Tom sets her down, ready to release the spell when the cultist is secured.
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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
Roshan was pretending to ignore Belym's plight.
When Tom's invocation hits, she takes the facefull of walkway and Tom's handling as penance for her jealous thoughts and actions.
For the record, the spell broke about when Roshan got all scary and broke their hand. it Hurts Belym like hell, but she will recover with a few minutes rest. The spell required concentration, and thats hard to maintain whilst beset upon by a torture-happy templar
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 Belym isn't affected by his magic anymore, Tom drops the hold person spell when the cultist is secured. He gets to work resetting Belym's bone immediately.
It's difficult work on a stout dwarven lass, but Tom manages to get things in place before he treats her.
1 use of bandages heals 10 damage and gets her splinted up. I have a healing potion if the condition becomes an issue, or was that fixed with the spell dropping?
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 give Ron a smirk. Where next, captain?
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)
The conditions were cleared when the spell dropped. And the bones weren't actually broken, thankfully.
Belym offers Tom a grateful, if weak, smile. " Thank you. That was... not an experience I'm eager to repeat." She rubs the fingers on her left hand as she adds, looking at Roshan, " And remind me to never make her mad."
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
Did I find anything in the siege demons?
Knew I was forgetting something
You find two ingots, both large enough for a good-sized dagger (The one from the vessel demon was enough for a longsword) you also finds infernal currency on the rank and file (326 altogether) and one of the demons had a long chain and wickedly curved hook in him, someone had tried to drag him down with it once you suspect. it could serve as a climbing hook, or a weapon (Close, Reach, messy, 1 piercing)
Also, Roshan, are you still going to interrogate that cultist?
Welcome to the Unnamed Dungeon World Campaign discussion thread! I am your Host/DM. let's start by working out who knows who how, and go from there to bonds.
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
My first proposed bonds:
1. My respect for Rigwald was earned on the battlefield.
I think the war I fought in was against your tribes. A wise commander understands his enemy, and I quickly learned that every one of your peoples is a deadly warrior. So I respect you by reputation even if you were too young to fight in that war.
2. Scath owes me his life, whether he knows it or not.
I think that I was the loudest voice calling for his freedom from the false accusations. He probably didn't know, but he was scheduled to be executed before I cashed in all my favors and influence with the guard.
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Male Outsider (Human) Barbarian | Level 1 | XP: 3 | Damage 1d10 | HP 10/23 | Armor + 1 | STR +2 | DEX +0 (Shaky) | CON +1 | INT -1 | WIS +0 | CHA +0
I'm cool with that, except for one minor detail: I'm imagining my home to be this gods-forsaken frozen wasteland with rare pockets of farmable land, and I'm imagining it being really really far away.
But I also don't think that I'm the first person to leave my home in search of fame, glory or just a good life. So maybe my tribesmen that you've fought weren't fighting for my tribe, but rather as mercenaries. Not that it would be much of a difference to people on the other side.
In turn I'll say that my first bond could be "Thaddeus’ ways are strange and confusing."
I used the term gods-forsaken before and that's what I think my people consider themselves. The gods have forsaken us, and in return we don't bother with the whole worship thing. Seeing a man devoted to a god seems unusual at the least. Also displaying charity towards those who are not family is extremely weird for a man raised in a place where everything must be earned through hard labour or bloodshed.
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 sounds good. I think the mercenaries were the lynchpin that caused the annihilation of Ron's army.
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
Volsung, what's your cap on bonds?
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Human Ranger | Lvl 1.7 | Damage: d8 | HP: 13/21 | Armor: 1 | Weight 8/18 | STR 0 | DEX 2 | CON 1 | INT 0 | WIS 1 | CHA -1 | Floyd (Rat. Quick reflexes, Stealthy, Search, Scout, Flighty. Fer: 2, Cun: 2, In: 1, A:0)
Ron Bucanero wrote: My first proposed bonds:
2. Scath owes me his life, whether he knows it or not.
I think that I was the loudest voice calling for his freedom from the false accusations. He probably didn't know, but he was scheduled to be executed before I cashed in all my favors and influence with the guard.
Sounds good, that plays into my story well
1. I have guided Belym before and they owe me for it.
Im thinking that during one of my hunts I came across an old camp site that appears a fight occurred and found something that was owned by your kins. I was able to show you the direction they seemed to be heading so you have an idea of where to look next.
2. Rigwald is a friend of nature, so I will be their friend as well.
I have seen you in the fields outside of the city preforming a strange ritual, chat or prayer and then plant seeds where some strange flowers grow. (just an idea)
3. Thaddeus does not understand life in the wild, so I will teach them.
Im thinking Scath may see Thaddeus as one of the clean and proper "townsfolk" (reminds him of those that forced him into exile) unable to survive without a bed, a roof and someone else to cook your meals
4. Ron hold onto his anger and his fights are brutal and wasteful, I will teach him to find peace so his kills can be quick and purposeful.
We have shared stories on my occasional trips back to town, I have heard tales of the war and have seen the anger that still brews in your belly. Anger that has manifested when you nearly killed a thief with your fists when you caught him with one of your daggers in his pocket.
Is there a limit on bonds? If so I will pick a few of them. Do you not like the bond I wrote for you? Let me know if its completely unworkable, needs adjustment or could work with a different character instead.
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)
A couple of initial bond proposals - feel free to let me know if you don't like them and I'll pick something else.
I see the raw potential in Rigwald. I will help him tap it.
I see the barbarian as the most likely candidate for this - his connections with his frozen home could potentially be made to manifest a little more directly. (And maybe trying will help me understand where my power comes from.)
Thaddeus is wary of my power, with good reason.
A dwarf, far from home, manipulating the earth and obviously not always in control of what happens? What could possibly go wrong?
I'd expect Thaddeus saw/heard about something going awry while I was performing a task for someone in town - perhaps some excavations that got more... energetic than I was aiming for.
Again, if either of you don't like the proposed bond, feel free to say so!
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
Scath that bond is perfect. I was torn on which tactic to take as my default tactic. You made my choice easy ... It's clearly "aggressive."
Ron Bucanero wrote: Volsung, what's your cap on bonds? every class has a given # of bonds on their sheet (bard has 6, most have 4, bard and battlemaster have 3) thats the cap, you can't go above that (well, the battlemaster has an advance that adds one, but otherwise)
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Male Human Male Paladin | Lvl 1| HP: 20/25| | AC 3 | d10 dam | STR 1 | DEX 0 | CON 1| INT -1 | WIS 0| CHA 2
I'm liking all of the bonds with Thaddeus. They all work fine. I'm thinking maybe Mersiel has something against arcane magic, so as a follower of hers, Thaddeus is wary of those with arcane power.
Scath - Don't have one for Scath yet, but maybe I could feel like he is hiding something from me, if he's keeping his past a secret. I'm not sure.
Belym - Belym's misguided actions endanger his very soul!
Straight of the Paladin's bond list. I figure it could represent Thaddeus's distrusting nature of arcane magic, and how he believes it could corrupt your soul.
Ron - Ron is a brave soul, I have much to learn from him.
Perhaps Ron's stories of his past as a warrior have inspired Thaddeus, and now he wishes to learn more from him.
Rigwald - I respect Rigwald's beliefs, but hope they will someday see the true way.
Thaddeus sees Rigwald as somewhat barbaric, but understands that everyone is different. Maybe with some convincing, Rigwald will be able to see the light of the Divine Lady.
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
My last proposed bond:
Thaddeus has a lot to learn about the ways of battle.
I took note of Thaddeus growing up, and sometimes gave him food when I could. I was happy for him when he escaped Norwhich, and have recognized him upon his return. To my trained eye, it is clear to me that his weapon and armor are brand new, and have never been used. He is a good lad, but is no warrior in my book.
Does that work for you Thaddeus?
EDIT: Just saw your proposed bond for me. These seem to work perfectly together. Your bond works for me.
Human Ranger | Lvl 1.7 | Damage: d8 | HP: 13/21 | Armor: 1 | Weight 8/18 | STR 0 | DEX 2 | CON 1 | INT 0 | WIS 1 | CHA -1 | Floyd (Rat. Quick reflexes, Stealthy, Search, Scout, Flighty. Fer: 2, Cun: 2, In: 1, A:0)
Thaddeus, Paladin of Mersiel wrote: I'm liking all of the bonds with Thaddeus. They all work fine. I'm thinking maybe Mersiel has something against arcane magic, so as a follower of hers, Thaddeus is wary of those with arcane power.
Scath - Don't have one for Scath yet, but maybe I could feel like he is hiding something from me, if he's keeping his past a secret. I'm not sure.
Scath certainly keeps his past to himself, few know of his family, or that he was once a prisoner, he hides it for protection but I could see how it could be seen as a secret instead.
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
Damn Scath, the background text in your profile is top notch.
In line with our bonds, I think that I am one of the few friends that have stood by you despite your personality changes. I know much of trauma.
I regularly purchase your meats, and supply you with new arrowheads when needed.
Ron Bucanero wrote: Damn Scath, the background text in your profile is top notch.
In line with our bonds, I think that I am one of the few friends that have stood by you despite your personality changes. I know much of trauma.
I regularly purchase your meats, and supply you with new arrowheads when needed.
That sounds about right to me!
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Male Outsider (Human) Barbarian | Level 1 | XP: 3 | Damage 1d10 | HP 10/23 | Armor + 1 | STR +2 | DEX +0 (Shaky) | CON +1 | INT -1 | WIS +0 | CHA +0
Scath Cogar wrote: 2. Rigwald is a friend of nature, so I will be their friend as well.
I have seen you in the fields outside of the city preforming a strange ritual, chat or prayer and then plant seeds where some strange flowers grow. (just an idea)
I don't see Rigwald as a chants and rituals type of guy, more of a songs and boasts type. But with that said, I'm thinking Norwich has quite a bit more people than Rigwald is used to seeing in one place and so he would occasionally leave the town find some peace in the countryside, whittle something out of wood and be in a general state of awe at all the plants that other life that prospers here. Maybe Rigwald and Scath would trade a words if they meet, connected by both of them being outsiders to a certain dergee.
In return I think I'll take this bond: "Scath is always getting into trouble—I must protect them from themselves."
Rigwald comes from a society that needs to band together to survive and sees intentionally distancing oneself from society as an extremely self-destructive behaviour.
Belym wrote: I see the raw potential in Rigwald. I will help him tap it.
I see the barbarian as the most likely candidate for this - his connections with his frozen home could potentially be made to manifest a little more directly. (And maybe trying will help me understand where my power comes from.)
It works for me.
"Belym's culture has similar values to my own. I should learn more about it" is my proposed bond for you.
Belym is looking for her kin after what appears to be a great tragedy and that tugs at Rigwald's empathy strings, underdeveloped as they may be. Loyalty to family is probably the most important value for Rigwald's people and he sees Belym as an outsider here similar to himself.
Thaddeus, Paladin of Mersiel wrote: Rigwald - I respect Rigwald's beliefs, but hope they will someday see the true way.
Thaddeus sees Rigwald as somewhat barbaric, but understands that everyone is different. Maybe with some convincing, Rigwald will be able to see the light of the Divine Lady.
Maybe he will. This works.
Ron Bucanero wrote: 1. My respect for Rigwald was earned on the battlefield.
I think the war I fought in was against your tribes. A wise commander understands his enemy, and I quickly learned that every one of your peoples is a deadly warrior. So I respect you by reputation even if you were too young to fight in that war.
We already agreed that that bond works, but I needed a good visual page break, so I used a quote :)
"Ron shares my hunger for glory; the earth will tremble at our passing!"
Ron is a great warrior, and in Rigwald's mind all warriors hunger for glory. Maybe he's wrong, maybe he's right, only time will tell.
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Human Ranger | Lvl 1.7 | Damage: d8 | HP: 13/21 | Armor: 1 | Weight 8/18 | STR 0 | DEX 2 | CON 1 | INT 0 | WIS 1 | CHA -1 | Floyd (Rat. Quick reflexes, Stealthy, Search, Scout, Flighty. Fer: 2, Cun: 2, In: 1, A:0)
Rigwald wrote:
I don't see Rigwald as a chants and rituals type of guy, more of a songs and boasts type. But with that said, I'm thinking Norwich has quite a bit more people than Rigwald is used to seeing in one place and so he would occasionally leave the town find some peace in the countryside, whittle something out of wood and be in a general state of awe at all the plants that other life that prospers here. Maybe Rigwald and Scath would trade a words if they meet, connected by both of them being outsiders to a certain dergee.
In return I think I'll take this bond: "Scath is always getting into trouble—I must protect them from themselves."
Rigwald comes from a society that needs to band together to survive and sees intentionally distancing oneself from society as an extremely self-destructive behaviour.
Works for me
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
Rigwald, I was thinking that bond would be perfect for Ron. Glad that worked out.
Belym, if you are curious, I intentionally made my bonds with our front line fighters because I gain gambits (my resource) when I or a bonded ally take damage. I suspect you'll take the least hits, so this is purely a mechanically selfish choice not to have a bond with you.
Male Human Male Paladin | Lvl 1| HP: 20/25| | AC 3 | d10 dam | STR 1 | DEX 0 | CON 1| INT -1 | WIS 0| CHA 2
Ron Bucanero wrote: My last proposed bond:
Thaddeus has a lot to learn about the ways of battle.
I took note of Thaddeus growing up, and sometimes gave him food when I could. I was happy for him when he escaped Norwhich, and have recognized him upon his return. To my trained eye, it is clear to me that his weapon and armor are brand new, and have never been used. He is a good lad, but is no warrior in my book.
Does that work for you Thaddeus?
EDIT: Just saw your proposed bond for me. These seem to work perfectly together. Your bond works for me.
That sounds great.
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
Volsung can you open the gameplay thread? Posting in the gameplay thread (even just a period) will put this campaign on our campaign lists so we can be notified of new posts?
Has anyone not yet completed their bonds?
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Ron, Rigwald, Scath You all have excellent (Headers, top things, background text?), though Ron, I definitely did not expect your stat array.
Belym would you kindly follow their example and add relevant information (armour, HP, and stats) to yours.
Thaddeus yours is... slightly off. no rush, but before play begins.
everyone, I want some questions answered.
1.)Everyone, give me one positive, and 1 negative feature of Norwhich (minor stuff, and try not to be contradictory)
2.)Scath, what is the area around Norwhich like? biome, intereting features, wildlife?
3.)Rigwald, What local legend/tale do you most admire/envy?
4.)Ron, what kingdow are you in? how big is it? How unstable?
5.)Thaddeus, is Mersiel a part of a larger pantheon, or a loner? how outnumbered/endangered is your order? Who is mersiel's (im)mortal enemy?
6.)Beryl, was your clan the last of the dwarves, or are there more? What were you Holding the tunnel against? Which of your kin did you hear had passed through Norwhich?
7.) Everyone (again),Tell me one thing that makes this world different that the standard tolkienesque fantasy setting.
Ron Bucanero wrote: Volsung can you open the gameplay thread? Posting in the gameplay thread (even just a period) will put this campaign on our campaign lists so we can be notified of new posts?
Has anyone not yet completed their bonds?
Okay, can do! I want to finish a bit of world-building before we proceed, but that seems a good ideal, Go 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
Good
Norwhich benefits from a relatively well organized and equipped volunteer militia. Ron lends his time as militia commander training the willing. In times of crisis he equips the militia as best he can out of his supply. This is why he had enough pull with the town guards to get Scath out.
Bad
The town walls are in a sorry state of disrepair and the town treasury can't afford to reinforce them. This irks Ron to no end.
Kingdom
Norwhich is within the Tanard Kingdom. The King is elderly, perceived as weak, and has three ambitious sons. So stability may be an issue. The kingdom is roughly the same size as New York City (300 miles X 300 miles).
One Unique Thing
Orcs do not exist.
Feel free to reel any of these in.
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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
My signature weapon is a precise spear. I needed that +1 STR for load because my armor shield and spear are so heavy. (I love having high Dex for a variety of reasons.)
Narratively, he isn't as strong as he used to be, but he never lost the near inhuman speed that kept him alive in the war. Purely fluff, but I think my signature spear is magic and makes the wielder faster than usual. Hence the high DEX despite being an older man.
That is the reason for my stat array. What would you have expected?
Also a GM question for you. One of my gambits allows me to add +1 to anyone's roll at any time. Do you interpret that to mean I can add one to a roll after the roll has been made? If not, I'm not sure how that will work in PbP because players usually narrate->roll within a single post.
Same with Aid. In my game and in the other games I play in you can aid after the fact if you can give narrative justification.
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DM Volsung wrote:
everyone, I want some questions answered.
1.)Everyone, give me one positive, and 1 negative feature of Norwhich (minor stuff, and try not to be contradictory)
2.)Scath, what is the area around Norwhich like? biome, intereting features, wildlife?
7.) Everyone (again),Tell me one thing that makes this world different that the standard tolkienesque fantasy setting.
1. Positive: Due to the small river nearby farmers are able to grow food easily. Negative: Due to the fields to the east small rodents enter the silo, basements and storage areas easily and spread sickness, disease or loss of food if no one pays attention.
3. A small river makes its way north to south through the eastern part of town, fields of tall grass and dark purple flowers lay on the east a few trees dot the fields. To the west and towards the north is the forests. A mixture of dark wooded trees with large green leaves, pine trees with dark blue needles, thorny bushes, berry bushes and flowers of many colors makes up the dense woods. To the north a clearing in the woods as the main road makes its way through, woods on one side, the fields on the other. To the south is a mixture of grassland with spots of marsh closer to the river this is where most of the farms for the town reside. There is a strange tree a ways into the woods, much darker than the rest where the ground is covered in black spotted mushrooms, and the smell of decay hangs in the air. Wisps are frequently seen in the area.
The area around Norwhich has common creatures that are normally found in grasslands and woods with a few stranger creatures. Like the spidermouse (an 8 legged furry creature with a tail able to climb walls) the 2 tailed fox (Bright red fox with 2 tails that curls up and mimics the look of a common fruit in the area when frightened) the slitherleaf (green snake with a leaf like head and viney body, extremely poisonous and can be hard to see) the Sunray eagle (Massive large winged bird who build their nests high above the foliage of the trees, large shadows are cast on the ground when they fly over but you are never able to see their form as the seem to hide in direct sunlight) and the mysterious Forest Bison (Huge strong bodies covered in moss, leaves and twigs, often seen in small family's, able to disappear into the forest but can head butt a man 10 feet or send a horn straight through some of the strongest armor.)
7. There is no evil empire of evil evilness. Wars, torture, destruction are the byproduct of civilizations working towards the best for their own, sometimes taking it from others but no single empire looking for global domination just different ideals, religions or ways of life that sometimes don't get along.
Please feel free to just take any of this as an idea and change it anyway you would like!
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Ron Bucanero wrote: My signature weapon is a precise spear. I needed that +1 STR for load because my armor shield and spear are so heavy. (I love having high Dex for a variety of reasons.)
Narratively, he isn't as strong as he used to be, but he never lost the near inhuman speed that kept him alive in the war. Purely fluff, but I think my signature spear is magic and makes the wielder faster than usual. Hence the high DEX despite being an older man.
That is the reason for my stat array. What would you have expected?
Also a GM question for you. One of my gambits allows me to add +1 to anyone's roll at any time. Do you interpret that to mean I can add one to a roll after the roll has been made? If not, I'm not sure how that will work in PbP because players usually narrate->roll within a single post.
Same with Aid. In my game and in the other games I play in you can aid after the fact if you can give narrative justification.
You don;t have to justify it, I was just surprised (I expected high wisdom, strength, and int, with DEX dumped, because of you describing your characters joints creaking, but yours makes sense too)
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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)
Yowza, lots of stuff to respond to!
Scath Cogar wrote:
1. I have guided Belym before and they owe me for it.
Im thinking that during one of my hunts I came across an old camp site that appears a fight occurred and found something that was owned by your kins. I was able to show you the direction they seemed to be heading so you have an idea of where to look next.
Sounds good - I think this fits best if "where they were headed" was Norwich (so we'd have met at the next town over, and you led me here).
Thaddeus, Paladin of Mersiel wrote: I'm thinking maybe Mersiel has something against arcane magic, so as a follower of hers, Thaddeus is wary of those with arcane power.
Belym - Belym's misguided actions endanger his very soul!
Straight of the Paladin's bond list. I figure it could represent Thaddeus's distrusting nature of arcane magic, and how he believes it could corrupt your soul.
Sounds good - complements the one I had picked out for you quite nicely.
Rigwald wrote: Belym wrote: I see the raw potential in Rigwald. I will help him tap it.
I see the barbarian as the most likely candidate for this - his connections with his frozen home could potentially be made to manifest a little more directly. (And maybe trying will help me understand where my power comes from.)
It works for me.
"Belym's culture has similar values to my own. I should learn more about it" is my proposed bond for you.
Belym is looking for her kin after what appears to be a great tragedy and that tugs at Rigwald's empathy strings, underdeveloped as they may be. Loyalty to family is probably the most important value for Rigwald's people and he sees Belym as an outsider here similar to himself.
Sounds great!
Ron Bucanero wrote: Belym, if you are curious, I intentionally made my bonds with our front line fighters because I gain gambits (my resource) when I or a bonded ally take damage. I suspect you'll take the least hits, so this is purely a mechanically selfish choice not to have a bond with you. Sounds reasonable.
DM Volsung wrote:
Belym would you kindly follow their example and add relevant information (armour, HP, and stats) to yours.
Done.
DM Volsung wrote: everyone, I want some questions answered.
1.)Everyone, give me one positive, and 1 negative feature of Norwhich (minor stuff, and try not to be contradictory)
The local cuisine is generally excellent, thanks mostly to a local variety of onion that is both strong and sweet.
The local beer, however, is swill even by non-dwarven standards.
DM Volsung wrote: .)Beryl, was your clan the last of the dwarves, or are there more? What were you Holding the tunnel against? Which of your kin did you hear had passed through Norwhich? There are more, but very few on this continent.
The tunnel.... Scattered underground are packs of golems. They're inert until they're disturbed, but once awakened nothing the dwarves have tried has been able to stop them.
Scath's campsite had indications of both my most and least favourite cousins.
DM Volsung wrote:
7.) Everyone (again),Tell me one thing that makes this world different that the standard tolkienesque fantasy setting.
Of the typical civilized races, humans have been around the longest; elves and dwarves are the youngest races.
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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
S#&* walls, s#$* beer, rats ... But it's home!
Incidentally, the river that goes through Norwhich is a tributary to a larger, nearby river, which serves as the border between Tanard and Braxos, a Nation who has had their eyes on Tanards eastern farmlands for years. why Hasn't Braxos invaded Tanard thus far? or have they? if so, what happened? anyone should answer!
Male Human Male Paladin | Lvl 1| HP: 20/25| | AC 3 | d10 dam | STR 1 | DEX 0 | CON 1| INT -1 | WIS 0| CHA 2
Yeah, I'll change the header and respond later on once I get home, in a few hours.
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Male Outsider (Human) Barbarian | Level 1 | XP: 3 | Damage 1d10 | HP 10/23 | Armor + 1 | STR +2 | DEX +0 (Shaky) | CON +1 | INT -1 | WIS +0 | CHA +0
The good thing about Norwich is that as a trading town it has all sorts of people from all corners of the world with all their stories.
The bad thing is that the large trade is attracting criminal interest and the roads to and from the town are sometimes quite dangerous.
The best story I've heard while in Norwich was that of Arrel Cattel, a warrior who, after most of his phalanx was killed, held a gatehouse alone for three days and three nights against an army of Braxos killing countless soldiers and their commander, routing them. As the first light of the sun touches his unconquered gate he succumbs to his wounds regretting only that he couldn't pursue the enemy back across the border.
This could also serve as part of the answer to the question of Tanard-Braxos relations
The unique thing about the word is that countless centuries ago, maybe even millennia, it was home to an advanced civilization that disappeared. The only trace that remains of them are the extremely scarce artifacts of either magical or sufficiently advanced technological origin.
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Okay guys, once Thaddeus has responded, I am going to put the first prompt up on the gameplay thread, unless we have any objections.
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Ron Bucanero wrote: Orcs do not exist. MrJPStilts wrote: There is no evil empire of evil evilness. Wars, torture, destruction are the byproduct of civilizations working towards the best for their own, sometimes taking it from others but no single empire looking for global domination just different ideals, religions or ways of life that sometimes don't get along. Belym wrote: Of the typical civilized races, humans have been around the longest; elves and dwarves are the youngest races. Rigwald wrote: countless centuries ago, maybe even millennia, it was home to an advanced civilization that disappeared. The only trace that remains of them are the extremely scarce artifacts of either magical or sufficiently advanced technological origin. Okay, so, from these, I think I have a pretty good idea of this world, at least, some lore. if anyone has objections/additions, please speak up.
centuries ago (beyond mortal memory, beyond that, old enough for marvels of architecture and engineering to be mostly gone/ crumbled ruins) there was a civilization, their name lost to time. what is know is that they spanned most of the continent, and was very powerfully magical, so much so that many of their enchantments still linger after all this time. they fell, for reasons unknown, and all that's left of them is crumbling foundations, and strange enchantments.
I think that, back them, and after the fall, everyone was human. But, as people settled down and lived for generations within these lingering enchantments. No one knew, of course, but these enchantments were geared to help prepare the citizens of a given area for the societies caste system. those who settled in what had been the upper-class areas found themselves draw to the pursuit of magic, as well as music, art, and fencing, and found themselves becoming fairer (these became elves, if you didn't get that). Whereas those who settled in their mines found themselves becoming stocky, hardy, and more in tune with the earth, (and anything else Beryl, our resident dwarf expert, wants to add in) and those near military installations found themselve drawn to martial pursuits (Basically, orcs without the "always chaotic Evil" or arbitrarily lower tech level, Ron, I know this violates the letter of your addition, but I am hoping that it uphold the spirit, if not, I will happily strike this out/alter it)
This means that the standard "Racial Alignments" thing is no longer applicable, everyone is human, just... altered. people and civilizations tend toward neutrality as a whole. Also, as a side note, I think that Kings, Kingdoms, and city-states have a pretty high turnover rate in this world, just due to the Hellenic/early dark ages feel I am getting from you guys.
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
Could we make the orcs a step worse and just go full blown Firefly Reavers?
Alternatively, maybe I could add no undead instead? Unless that steps on paladin's toes.
Ron Bucanero wrote: Could we make the orcs a step worse and just go full blown Firefly Reavers?
Alternatively, maybe I could add no undead instead? Unless that steps on paladin's toes.
No need for an alternative, it's evil, and I love it. they are scattered groups (no more than 150 fighters each, plus a few children back at their "home", and often raiding parties of a few dozen break off), the terror of merchants, travelers, and farmers, they appear in the night, hack the men, women, and children apart, and burn the place to the ground.
They are, in keeping with Scath's addition, not a big bad so much as a constant threat that keeps people cowering behind city walls, and traveling in groups.
I may be a little addled at the moment (a root canal and pain meds earlier) but I love this!
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Male Human Male Paladin | Lvl 1| HP: 20/25| | AC 3 | d10 dam | STR 1 | DEX 0 | CON 1| INT -1 | WIS 0| CHA 2
Back home later than expected, sorry about that. Here we go...
1 Good Thing: The town is pretty accepting of most religions. There's a few shrines to the common gods in the city. I'll go into more detail soon.
1 Bad Thing: Because of the heavy trade activity and religious freedom, some shady characters and followers of strange and esoteric powers sometimes find their way into the city.
Gods: Mersiel is a part of a group of deities.
Mersiel is the goddess of healing, light,
peace, and justice. She's the Divine Lady.
Kelos is the god of magic, knowledge, and secrets. He's depicted as an Aboleth like creature that swims the primordial essences of the universe. He is the enemy of Mersiel.
Third God (I don't have a name for this one) The god of death and rebirth. God of nature.
The Children of Mersiel aren't pushovers, but they're not without their enemies. Cultists, criminals, savages, zealous followers of Kelos, authorities who find that having justice seeking knight errants, on mission from their god, is bad news. Followers of Mersiel must be vigilant.
Unique fact: Magic isn't entirely commonplace. There are some who can cast spells, but most spellcasters are granted spells by their gods. Arcane magic is mystical and strange. It is rare, but not unheard of. It gives arcane magic a sense of grandeur and mysticism that is lost in other games where nearly everyone can cast spells.
Orcs, undead, whichever is fine. I can kill either. I'm not too happy with how I have the gods right now. You guys can chime in if you wish.
Male Human Male Paladin | Lvl 1| HP: 20/25| | AC 3 | d10 dam | STR 1 | DEX 0 | CON 1| INT -1 | WIS 0| CHA 2
Will edit my character information on his page once I get to my computer.
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
The "Class/Levels" field is the one that shows up under your name on posts. Put your vitals there.
My class/level field has:
Aggressive Battlemaster | Lvl 1.0 | HP: 22/22 | Gambit 0 | AC 3 | d8 dam | STR 1 | DEX 2 | CON 0 | INT 1 | WIS 0 | CHA -1
The first Prompt is up on the Game thread
Male Human Male Paladin | Lvl 1| HP: 20/25| | AC 3 | d10 dam | STR 1 | DEX 0 | CON 1| INT -1 | WIS 0| CHA 2
How do I create an alias for this character? I think I've turned my main profile into the profile for Thaddeus.
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
Go to My Account and under aliases create a new alias. It will prompt you to select a name and avatar.
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
Volsung, I have a tendency of probably taking my "turns" too far. Please let me know when/if I need to tone it down. My general thought is that so long as a result doesn't require GM intervention (6- or a 7-9 that isn't just take damage), I should keep on trucking along.
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
We have a conspicuous lack of healing ability. Thaddeus' healing is inherently dangerous. Thoughts on remedies? Should we just resign ourselves to buying lots of healing potions?
My wisdom and charisma are terrible so I can't really use my multi classing advanced move to pick up cleric or bard healing.
Human Ranger | Lvl 1.7 | Damage: d8 | HP: 13/21 | Armor: 1 | Weight 8/18 | STR 0 | DEX 2 | CON 1 | INT 0 | WIS 1 | CHA -1 | Floyd (Rat. Quick reflexes, Stealthy, Search, Scout, Flighty. Fer: 2, Cun: 2, In: 1, A:0)
As there is a god for nature that has not yet been named (per Thaddeus' answer about religion) I think that I will be taking the "God Amidst the Wastes" Advance Move from my class at some point. That would give me the cleric spells but also work in my RP story since Scath is close to nature and his parents always spoke of an afterlife. For now, healing potions, bandages, herbs and poultices are our best bet. Unless there is a healer in town ;)
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
Scath Cogar wrote: As there is a god for nature that has not yet been named (per Thaddeus' answer about religion) I think that I will be taking the "God Amidst the Wastes" Advance Move from my class at some point. That would give me the cleric spells but also work in my RP story since Scath is close to nature and his parents always spoke of an afterlife. For now, healing potions, bandages, herbs and poultices are our best bet. Unless there is a healer in town ;) That move has the best name of any playbook, and I'm happy to hear it.
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)
I was thinking the same thing about the lack of healing. It's gonna be lots of bandages for a while, it seems :-)
Male Human Male Paladin | Lvl 1| HP: 20/25| | AC 3 | d10 dam | STR 1 | DEX 0 | CON 1| INT -1 | WIS 0| CHA 2
Scath Cogar wrote: As there is a nicolas cage for nature that has not yet been named (per Thaddeus' answer about religion) I think that I will be taking the "Nicolas Cage Amidst the Wastes" Advance Move from my class at some point. That would give me the cleric spells but also work in my RP story since Scath is close to nature and his parents always spoke of an afterlife. For now, healing potions, bandages, herbs and poultices are our best bet. Unless there is a healer in town ;) Sounds good. Feel free to expand beyond the gods that I named. More healing is always good.
Human Ranger | Lvl 1.7 | Damage: d8 | HP: 13/21 | Armor: 1 | Weight 8/18 | STR 0 | DEX 2 | CON 1 | INT 0 | WIS 1 | CHA -1 | Floyd (Rat. Quick reflexes, Stealthy, Search, Scout, Flighty. Fer: 2, Cun: 2, In: 1, A:0)
Thaddeus, Paladin of Mersiel wrote: Scath Cogar wrote: As there is a nicolas cage for nature that has not yet been named (per Thaddeus' answer about religion) I think that I will be taking the "Nicolas Cage Amidst the Wastes" Advance Move from my class at some point. That would give me the cleric spells but also work in my RP story since Scath is close to nature and his parents always spoke of an afterlife. For now, healing potions, bandages, herbs and poultices are our best bet. Unless there is a healer in town ;) Sounds good. Feel free to expand beyond the gods that I named. More healing is always good.
Lol nice stealth edit
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
My lord in heaven, Nicholas be his name. May he embrace you a Cage of warmth and love.
Male Human Male Paladin | Lvl 1| HP: 20/25| | AC 3 | d10 dam | STR 1 | DEX 0 | CON 1| INT -1 | WIS 0| CHA 2
Did my Chrome extension change that? I didn't even realize. That's awesome.
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Guys, I know I'm falling a little behind. I had a root canal, and am on painkillers, so I may be a litlle... off for a few days, please bear with me.
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