Frost and Frozen Iron, a Dungeon World story

Game Master SecSeibzehn

In the Iron Mountains, one range grows wider and taller than the rest. In the ancient tongue it is known as dar'ragar, but to men, it is the Ironheart, wild and unclaimed.


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Appearance 1/Appearance 2

The Library

Erland opens the door with the bloody handprint, sword at the ready.

Artist's Terrace

Erland examines the frosted over area closely.

Discern Realities: 2d6 ⇒ (6, 2) = 8 What do I add to that again?

Tranquil Pond and Baths

Erland levels his blade at the cannibals sitting on the pillar. "In the name of Cronar and the Laws of Men, cease and desist your deviltry!"

I am The Law: 2d6 + 1 ⇒ (1, 2) + 1 = 4


Male Human Bard

I don't suppose Wendigoism is considered a mental enchantment I can break with my Arcane Art? Just wondering if we can avoid bloodshed if at all possible.

Lantern Lodge

Edwyn Doyle wrote:
I don't suppose Wendigoism is considered a mental enchantment I can break with my Arcane Art? Just wondering if we can avoid bloodshed if at all possible.

You know-- I think it is. Go ahead and give breaking it a shot, if you please.


Male Human Bard

I please!

Edwyn's fingers glide over the gilded strings of his long-necked rosewood lute, its supple body letting out soft moans like a willing maiden.

This, then, is the song of Summer: first the heavy, thrumming notes which bespeak sodden air thick with life and promise, then the quick plucks that hearken to the frantic, buzzing, mid-air flittings of thousands upon thousands of insects, and finally the longer, harmonious chords of the warm rain and soft breezes, the swaying grasses and leafy bows.

Edwyn reaches out, weaving his song into a graceful blade not unlike the one riding at his hip. Thrusting at the nearest afflicted, he attempts to pierce Winter's hold upon his mind.

2d6 + 2 ⇒ (5, 2) + 2 = 9


Appearance 1/Appearance 2

Nice description Ed.

Lantern Lodge

The Library

Opening the door brings you face-to-face with an elven woman carrying a dagger. She's fair and modestly dressed, with blonde hair and blue eyes and she is definitely lunging at you. She paradoxically shouts out "No!!" as she leaps through the doors, preparing to plunge the weapon down on your shoulder.

You're going to want to defy danger!

Artist's Terrace

Wisdom, which makes that a 7. What do you want to know?

Tranquil Pond and Baths

As Erland steps up from behind cover and levers his blade at the men, they seem to all pause with a strange animalistic fright. A second later, they turn and stare, wide-eyed, clutching what look like pieces of heavily charred meat. Suddenly, the group turns and begins to collect themselves in a haphazard, half-unarmed charge. They split the air with rabid, primal cries and screams.

The one in the lead, a Bloodaxe in chain mail carrying nothing but a dagger, stops upon hearing Edwyn's music. His companions barrel past him effortlessly, toppling him to the ground as his confusion makes itself apparent. He calls out "Wh-what? What in the hag's eye is-- what?" as he tries to find his bearings.

A second later, the fastest runner balls his fists and prepares to slam into Edwyn. Many others charge towards Erland, ignoring his authoritative request. What do you do?

HP, Statistics:

Thorgrim
HP: 7/24, 1 armor

Sparrow
HP: 14/15, 1 armor

Erland
HP: 25/25, 3 armor

Edwyn
HP: 8/18, 1 armor

Uqaliak
HP: 16/18, 1 armor

Wendigo Men (5)
Horde, close
HP: 27/30, 1 armor

Non-Wendigoed Men (1)
Organized, intelligent, close
HP: 3/3, 1 armor


Male Human Bard

Well, poop. Probably should've paid attention to my health first, huh?

Edwyn falls back with a sudden grace, seeming to discard his aloof, foppish persona on a moment's notice, as if unshouldering a heavy pack in order to move more freely.

Defy Danger (Dex) 2d6 + 1 ⇒ (3, 5) + 1 = 9

He drops backward and prone, trying to surprise the possessed man by scissoring his own legs around the other man's and rolling, twisting his opponent's footing out from under him in the process.


Appearance 1/Appearance 2

Library

Defy Danger: 2d6 ⇒ (1, 6) = 7

"I mean you no harm wench!" Erland cries, bringing up his shield.

Terrace

I'm looking for the source of the cold.

Pond and Baths

Defy Danger: 2d6 ⇒ (5, 5) = 10

"Keep going Edwyn, I'll try to distract these. See if you can free more of their minds."

Lantern Lodge

Erland Cronarson wrote:


Pond and Baths

[dice=Defy Danger]2d6

"Keep going Edwyn, I'll try to distract these. See if you can free more of their minds."

For defy danger here, are you planning to defend Edwyn as some of them come? You can take that roll and add 1 to make it into a 11 defend attempt if you wish, giving you three options to deal with the charging crowd as the encounter unfolds.


Stats:
HP 16/16; AC xx, Flat Footed xx, Touch xx; CMD xx (xxBer); Fort +x, Ref +x, Will +x; Perception +4; Initiative +x

Hitpoints on Thorgrim should be 12 at the moment—Edwyn hit me with a heal while fighting the two-headed troll.

______Library______

The frail woman lunges forward, her dagger intent on Thorgrim's nephew. Erland's mettle is tested and tempered, however, and the barbarian knows the elf's strike is that of a child's. Unlike his kin, however, Thorgrim's temperance is somewhat lacking. As her dagger sails through the air to meet Erland's shield, Thorgrim's massive hand reaches out and wraps around the woman's neck. The grim northman then speaks angrily, "Still yourself and those who defile this place may yet perish. Do this not, girl, and I will end you."

Parley!: 2d6 + 1 ⇒ (5, 4) + 1 = 10
The leverage in this situation is choking her to death—and Thorgrim means it.

______Artist's Terrace______

As one might expect, Thorgrim treats the room with about as much deference as a steaming pile of excrement. Sculptures are tipped over and kicked down, as if the secret of the frost clinging to them might lie beneath. The aged barbarian sifts through the snow with the tip of his sword, wondering if something lies concealed beneath.

Discern Reality!: 2d6 - 1 ⇒ (5, 4) - 1 = 8
What here is useful or valuable to me?

______Ponds and Baths______

What might be a sneer adorns Thorgrim's face as he surges into the wave of advancing madmen, the length of his sword protruding behind him as he steps forward and prepares to end in a wild arc the first man foolish enough to offer himself to the barbarian's culling. Seeing their seeming lack of organization, Thorgrim wades in front of the approaching foes and bellows out a furious challenge, echoing throughout the grove with as much fervor as a peal of thunder: "Veik hugarfar heimskingjar! Attend now your slayer, who comes to end coward and madman alike!"

What Are You Waiting For?: 1d6 + 1d8 + 2 ⇒ (4) + (2) + 2 = 8


Male Human Bard

Library

Edwyn waits a moment to gauge the results of Thorgrim's "diplomacy," and, if necessary, will attempt to shake any enchantment from the girl's mind with his music. He tries to recall an elven song from one of the most peaceful moments he has ever experienced: his head resting in the lap of an elven girl who sang sweet children's lullabies to him while she stroked his hair, lying on a patch of cool moss in a starlit meadow, completely at peace.

At least, until her lover returned.

Arcane Art:2d6 + 2 ⇒ (2, 2) + 2 = 6

(Aaand it seems she isn't a supporter of the arts. Man, my feydar is totally off lately.)

Terrace

Edwyn is even less perceptive than the barbarian and paladin, if such is possible, but will still attempt to pick through the wreckage they leave behind to see if he can find anything they've missed.

Discern Reality:2d6 - 1 ⇒ (2, 4) - 1 = 5

(Probably too distracted by the pretty statuary.

Baths

(This is slightly dependent on the results of my and Erland's defy danger results, but most likely Edwyn's next action will be to try to "cure" another wendigo.)

Edwyn stands, cradling his lute like a precious child, and resumes his song, trying to free another of the attackers from the cannibal-madness that holds the lot in thrall.

Arcane Art:2d6 + 2 ⇒ (6, 3) + 2 = 11


HP 16/18, Hold NA

Library
Uqalik, unaquainted with civilized life, does not fully grasp the significance of the rooms he passes through, but blood is something he understands, something as primeval as wind or tide. Can he track the bloodstains visually or does he need to turn into Amaruq the wolf and track the wounded man by scent?

He has only just begun to follow the trail of blood when the sounds of conflict cause him to head back toward the party, arriving to find Thorgrim's hand around an elf-woman's throat.


Appearance 1/Appearance 2
DM Titan wrote:
Erland Cronarson wrote:


Pond and Baths

[dice=Defy Danger]2d6

"Keep going Edwyn, I'll try to distract these. See if you can free more of their minds."

For defy danger here, are you planning to defend Edwyn as some of them come? You can take that roll and add 1 to make it into a 11 defend attempt if you wish, giving you three options to deal with the charging crowd as the encounter unfolds.

Sure. Still not really sure how to play this game, and I honestly don't have time to read the rules enough times to understand them without it coming up in actual play. So I'm kinda winging it. My intention is to keep them off Edwyn while he does his thing.


HP 16/18, Hold NA

Artist's Terrace

Uqalik attempts to save as many statues from breaking due to Thorgrim's carelessness as he can, not out of any interest in art, but because he worries that breaking them may cause bad luck, either for Thorgrim or the subjects of the statues.

For some reason it feels appropriate to roll here, but I'm not certain what move "catch statues" falls under - Defy Danger? Defend? 2d6 ⇒ (5, 1) = 6

He remains alert for clues as to what happened here, even in the midst of dealing with the barbarian's blizzard of actions.

Discern Realities: 2d6 + 2 ⇒ (5, 2) + 2 = 9 "What happened here recently?" (Unless someone else asked that, then "What here is not what it appears to be?")

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