Hot DM's No Time for Heroes (Inactive)

Game Master Hotaru of the Society

Dungeon World set in Legend of Zelda


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Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

The horses pulling the wagons continue to clip-clop forward as the folks on the wagons stand to get a better view, leaning out of the covered portions to see who is hailing them. Several wave, but others look somewhat confused. Pallo, one of the few people armed, looks down to you, then up to where you seem to be waving.


Female Human Oracle 1

Anya watches as everyone gathers together and tries to recall what she'd heard about the strange races that were joining them.

Spout Lore:Sheik: 2d6 ⇒ (2, 4) = 6
Spout Lore:Zora: 2d6 ⇒ (6, 6) = 12


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

The history of the Sheikah has been mostly hidden in recent decades. The only thing that you do know about them is common knowledge: They look like normal people for the most part (aside from their crimson eyes) and have ties to the royal family.

As for the Zora, however, you've a wealth of knowledge. The Zora are an amphibious people (not in that they're frogs, but in that being in or out of water has no ill effects on them), and tend to be quite capable traders as an extension of this. Water winds all throughout local hyrule (with the exception of the Lost Woods far to the south, and Death Mountain to the north), which means that nearly anything that exists within the local area can generally be found via the Zora.

The recent history of the Zora that comes to mind is that they've become slowly more insular since a few decades ago. They traded the coast of Lake Hylia to the Hylians for some of the land that surrounded their ancestral homeland around that same time. This doesn't mean that they've stopped trade, simply that whereas they were once gregarious with trade, other races were more apt to take up the role in their wake.

You recognize, also, that the religious leadership and the royal family almost always are within the same family line.

Finally, your songbook has a few songs dedicated to Zora Heroes, specifically.

Tori: Is this last part true of Tori? If so, is there any way she can distinguish you as a member of one of the two branches of said family tree?


Male Zora "Diplomat" (Priest) 1, 19/23 HP, 4 XP

"A diplomat by trade, but I suppose circumstances may make adventurers of any of us," the Zora comments, with a smile in his voice. "I was warned of a threat to the waters of Lord Jabu-Jabu, and was told to meet up with like-minded individuals here. What is your interest in stopping the red stones?"

As for identifying markers, the Zora is resplendent in his fashion, the high collar and decorative purple paint along his head-fin marking him as a high-ranking member of Jabu-Jabu's priesthood. Anyone with knowledge of the Zoras would recognize his rank very quickly.


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Shyrin:
While the others seem to be more interested in one-another, you're able to make out a figure, on another cropping of rock, stepping out of the shadows. It's the young girl again, that you met before. She pulls out a bottle that's glowing with a faint ruby light, which she twists open... and then a red sphere swims out, fluttering wings. She slides the bottle back into a pouch that's way too small for the bottle, then steps up onto the outcropping to look down at everyone, while the fairy swirls around her. After a moment, she looks over in your direction and nods.

Anya: You also recognize Jabu-Jabu. Most humans that do know about him are simply aware of the fact that he's basically a big fish. Jabu-Jabu, though, is one of the Heroes of the Zora. He has a special connection with all of the Zora, and indeed... the Zora believe they are descended from the great fish.

While the group is interacting, the Sheikah steps into view on a rocky outcropping, and then takes a seat, your eyes drawn in his direction by a ruby fairy swirling around him. He seems calm and at ease as he looks over the landscape below, taking in everyone but Shyrin, who he is only passingly aware of.


Lvl 1 Dust Eater | HP 18/23 | AC 0 | D8 | Str -1, Dex +2, Con +1, Int 0, Wis +1, Cha 0 | xp 2/8 | hold 0

Shyrin starts as Torilin speaks to her from the water. In truth, she hadn't noticed him there before he spoke. "I..." she begins, but stops as the caravan approaches closer, with its loud rumble across the bridge.

Seeing the figure step out from behind the rock, she tries not to draw attention in that direction. Instead, she speaks up to command the attention herself and provide a diversion if necessary.

"I was called here as well," she states, nodding her head. "though I must admit I wasn't given direction beyond this point. And while its true that one needn't know the destination to follow a path, I'm kind of hoping that one of you at least knows where the path winds from here?"


Male Zora "Diplomat" (Priest) 1, 19/23 HP, 4 XP

"I'm guessing he knows," the Zora comments, gesturing at the Sheikah on the hill nearby.


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

The Sheikah gives a half-hearted wave as attention is drawn in his direction. He stands up, takes a few steps out of view, and then a few moments later, walks around the edge of the outcropping, then waits for the others to head over or not. The fairy starts to follow, then zips upwards, swerving around wildly... then swims down to join the Sheikah once the group spots him.

Shyrin:
She actually takes the time to move out of view of you. From your point of view, however, there's no way she could have traversed that distance as quickly as she did. The fairy doesn't go with her this time, but instead seems to be -very- confused when the girl disappears, and then flies up to look for her... then speeds back down to her side once she reappears.


Male Zora "Diplomat" (Priest) 1, 19/23 HP, 4 XP

The Zora blinks. "I don't deal much with the Sheikah people...I had no idea they were capable of such tricks." He smiles, putting on his diplomatic face.

He turns to the others. "I've followed him here, so let's see where he leads. We can make further introductions as we go."


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

The cart slows down enough for anyone on board to hop off, as the merchants on board watch the exchange with interest. The guard continues to pay more attention to the things they aren't though.

As each person approaches, the tiny ruby faerie flies out to each of you, swirling around. It's tiny wings make no sound, but it does make a series of chirps and other odd sounds as you get closer to the Sheik. Whenever someone new gets close, she flutters over to examine you.

"Hopefully I'm not too late." The Sheikah says as he watches each of you. "I believe introductions are in order. My friends call me Sheik, and this is Muse. She's still young, but she has a very special job. She can create music that allows you to navigate some of the Ways." He says as he indicates the little ruby-colored wisp, wings slowly fluttering as it continues to swerve around people, making its own little song as it goes. Sheik, meanwhile, is dressed precisely the same as the last time you saw him. Tight fitting, cloth wraps concealing much, with a large red eye emblazoned on his chest.

Perhaps now is a great time to introduce yourselves, and describe your character a bit, at least if you come close enough to interact! It's the first time you've seen each other close up, after all. :)


Female Human Oracle 1

Sprout Lore: Fairy: 2d6 ⇒ (6, 4) = 10

Anya Introduces herself properly to Sheik."Although you likely know since you brought us here but I don't think we ever had a proper introduction, Anay Minx traveling merchant." She offers her hand out.

Is Muse a legend of heros past?


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Sheik kneels down slightly, reaching forward and taking the hand to shake.

Shyrin:
The Hylian girl has to stand on her tip-toes to try to keep up the image of being a tall male without delighting Anya.

fairies:
To your knowledge, you've never heard of a fairy named Muse. You do know that there are several heroic fairies, usually referred to great fairies or queens. They also tend to be tied to particular schools of magic. A fairy of Muse's size is generally capable of powerful restorative magic, but different fairies are indeed different. Some Fairies are actually born with a specific purpose in mind.

As for Heroic fae, the only one that readily comes to mind is the rumor of a Red Faerie that makes her home within the Hylian Castle walls. There are, of course, others, but they don't seem relevant just now. Likewise... fairies tend to gather in similar colors. Legend has it that they are fragments of the magic that the Three Goddesses used to shape the world.


Lvl 1 Dust Eater | HP 18/23 | AC 0 | D8 | Str -1, Dex +2, Con +1, Int 0, Wis +1, Cha 0 | xp 2/8 | hold 0

Shyrin tilts her head, trying to understand what this young girl is up to, or why the others seem to be reacting to her so differently. But keeps her secrets to herself.

------------------

"It's a pleasure to meet you, Muse." Shyrin says with a polite bow and a content fascination. She has to pull her scarf up tighter around her face to hide the smile that creeps across her face as Sheik maintains appearances.

"And it is good to see you again as well, Sheik" comes the muffled but genuine greeting from behind the scarf.

Shyrin is fairly tall for the average female, but not towering by any other standard. Her long, blue-silver hair is pulled loosely behind her head with a narrow series of ties about two hand-breadths before the tail at the end. She has a dark travelling cloak of deep purple wrapped around her, that seems lined in the interior with intricate patterns like the eye on Sheik's adornments. A long white scarf is pulled up around her own face, much like Sheik's wraps as well, though not as tight.

"It's good to meet you as well, Anay Minx." She doesn't take the offered hand, but bows deeply in greeting. "And I'm Shyrin." She offers no last name. "I guide spirits." That last bit is offered with a muted chuckle, as if she's well accustomed to how that sounds.


Female Human Oracle 1

"So where is our first stop in our 'quest to save the world' and will you be joining us or will Muse be our guide? You never really gave specifics."


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Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

"Muse is less of a guide and more of a chauffeur. She's not even old enough to speak just yet... And due to her size, she can't really aid you in much... but she does have some of the strongest magic I have ever seen in a fairy. But... as you guessed, I will not be accompanying you. My time is not my own, and I must report to the castle regularly, lest it's denizens grow suspicious. The ways can only take me to where I have been, and you all will be going much further than that."

"As for where... That is up to you. But each is near a location that is bringing trouble to the local populace. It would be wise to either deal with the threat to the Goron, due to proximity, or the Zora." Sheik stated for some degree of obvious reasons. The priest was probably the most involved with his people besides the Sheikah.

"This land is dotted with places of power and shrines. There are a few in particular, where objects of power are located. The ones most necessary to our cause are marked on this map in a more obvious fashion. The others are marked more minimally." Sheik states as he draws a scrollcase from behind his back... holding it out to the group.

The scrollcase has a plate on either end, one side with the crest of the royal family, the other with the crest of the Sheikah people. Otherwise, the case is made of rich, dark brown leather that appears to be freshly oiled.

"Each of the major ruins and temples will house a piece of a mirror that can be used to seal great evils. Once you have collected a mirror fragment, place any portion into this compass... And it should aid you in finding anything that you have missed within the temple that may be of magical value." He said as he reached behind himself once more, and preferred a compass, the needle having been replaced with a Sheikah symbol. "The tear will point away from significant sources of magic. The mirrors have obscuring magic that both draws and confuses the compass. Also... it does not point north." He said, humorless. The compass was of rich mahogany, trimmed in gold, with a ruby in the center of the eye.

Shyrin:
She is actually taking things out of her pack at her side, which is opposite a bag full of what appears to be acupuncture needles. She actually rolls her eyes when she talks about the fact that the compass doesn't actually know north.

looking at the face of the compass:
If you look at the compass, the tear is currently pointing away from Sheik.

looking at the map:
The map details Hylia's landscape, and has a dozen small blinking marks dotting the landscape, and a half dozen larger ones. The larger ones are located in the mountains near the Zora, in the Lost Woods, two on Death Mountain, one within the Hylian Castle, and one within the Gerudo desert.


Male Zora "Diplomat" (Priest) 1, 19/23 HP, 4 XP

Torillin's eyeridges go up when he accepts the scrollcase, which is obviously expensive and of fine design. Our benefactor definitely has his share of rupees to rub together, he thinks to himself. Perhaps I can make a profit along the way as I help Lord Jabu-Jabu...

Aloud, the Zora comments, "It seems that time is not on our side. I still don't fully understand you, Sheikah, but you've gone to a great amount of expensive trouble to finance and support us on this little treasure hunt. I hope we do not disappoint you." he offers a low, sweeping bow, his fins brushing against the grass upon which he stands.

Looking at the map, he gestures to Death Mountain (if I'm recalling my lore correctly). "We're closest to these, yes? Seems like as good a place to start as any. Shall we visit the land of the Gorons?"


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

You got the lore right!

"You certainly have time... things grow worse by months, not hours. If it were me, I would choose to not make costly mistakes as a result of rushing."


Lvl 1 Dust Eater | HP 18/23 | AC 0 | D8 | Str -1, Dex +2, Con +1, Int 0, Wis +1, Cha 0 | xp 2/8 | hold 0

Shyrin continues to grin, often content at heeding the wishes of spirits feels quite similar to the somewhat cryptic requests of their current benefactor.

She looks at Torilin with a bit of surprise though, when he speaks of the Gorons. "I anticipated a greater desire to seek out the mountains near your people. That seems nobly altruistic in the name of pragmatism. I think these mountains (the Death Mountains) are a fine choice as well, but is there a reason you don't rush to your own people?"


Male Zora "Diplomat" (Priest) 1, 19/23 HP, 4 XP

The Zora merely shrugs. "The Lands and Waters of the Zora people are under the protection of Lord Jabu-Jabu; I just came from there this morning. I take the Sheikah's warnings seriously, yet I feel that my lands have time for us to get to them."

He smiles. "Besides, I've been all over my own lands. This is an opportunity to travel abroad that I won't dare miss. Few of my people leave the borders of our waters."


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Sheik seemed content to simply watch for now, as the heroes interacted, unless interacted with. Keep it up, whatever you guys can hammer out amongst yourselves gives you more ammunition for good bonds :)


Lvl 1 Dust Eater | HP 18/23 | AC 0 | D8 | Str -1, Dex +2, Con +1, Int 0, Wis +1, Cha 0 | xp 2/8 | hold 0

The Sheikah appears pleased and intrigued by that response. "Then let us explore the Death Mountains. I look forward to your guidance when we travel to those waters."


Female Human Oracle 1

"Pleasent name to start an adventure at, I'll be ready to leave as soon as the rest are."

Lore: Death Mountians: 2d6 ⇒ (4, 5) = 9


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

What you know about Death Mountain is rather limited, compared to some scopes. You can probably use the adjective alone to know that it's dangerous.

But beyond that, you know that it is home of the Gorons, the dodongo, and the resting place of the last Dragon of hyrule. You also know that some red faeries make their home in the stone, and that gems and stone primarily come from this area.

Major exports include stone, metal, sturdy equipment with exceptional craftsmanship (but often unwieldy) and explosive components. You know to expect bats, falling stone and explosive vegetation. Depending on where you go, there is also the question of altitude and heat to worry about.


Male Zora "Diplomat" (Priest) 1, 19/23 HP, 4 XP

"You are wise to look forward to your visit to my lands. Truly, we are the most blessed of all the peoples of Hyrule for inhabiting the beautiful waterways of Jabu-Jabu's domain." Torillin nods his head respectfully. Lifting it once more, he looks around at everyone. "The power I wield stems from the god of the seas and oceans, Lord Jabu-Jabu, and with his grace I may perform small parlor tricks of magic, similar in many ways to the guidance you provide to the spirit worlders, Shyrin. I assume that contributed to this...Sheik's selection when I was approached." He nods respectfully to the humans. "I am sure we will learn what all of us are capable of before this journey ends."

The Zora hops up onto the caravan, reaching for his waterskin and pouring a little bit of water on his legs.


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

The various travelers, besides the guard, show immediate interest in the Zora. He's such a rare sight, and the exotic garners much interest. The drivers are more concentrated on the horses, which react to the sudden movement, but then seem unmarried, thanks to the driver's reassurance.

The caravan travels onwards, slowly towards Kakariko Village and the adventure that awaits everyone.

What do the rest of you do?


Female Human Oracle 1

During the trip Anya would enjoy the calm before the storm and likely use the time traveling to speak with her new traveling partners some small talk and some focusing on their strengths and weaknesses seeing how many of them would even help during a fight.


Male Zora "Diplomat" (Priest) 1, 19/23 HP, 4 XP

"I've never been in a real fight," the Zora admits. "The peace that blesses Lord Jabu-Jabu's people has precluded the need for me to ever engage in true violence. Despite this," he continues, pouring another helping of water over his legs and into a bucket below, "the Zora believe in defending ourselves when it is necessary. Allow me to show you, Anya." so saying, the Zora reaches out to Anya's forehead. Assuming she doesn't withdraw or decline, the Zora Priest will place his palm lightly on her forehead and apply a Divine Ward on Anya.

Divine Ward: 2d6 + 2 ⇒ (1, 4) + 2 = 7

Anya, you feel a blessing suffusing your skin, granting you +2 armor the next time you take damage. The feeling is one of temporary bliss, yet the priest looks troubled...


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Give me another +wis roll, Torilin!

As the group apparently seems to be more than happy to continue on, and leave Sheik to his business, Muse floats along after them towards the caravan. It's not hard to get involved in the Caravan and they welcome you with relatively open arms. The various types of cart and wagon roll along, heading for the mountains, as the sky slowly begins to darken. The man with the eyes like hawks watches Sheik as he disappears back into the shadows.


Male Zora "Diplomat" (Priest) 1, 19/23 HP, 4 XP

Let's see what my wisdom reveals...: 2d6 + 2 ⇒ (2, 1) + 2 = 5


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Your wisdom reveals nothing! You feel fine! Mark XP... and something of value has been taken from you (mark off one use of any rations you may have, either food-rations or dungeon-rations).


Male Zora "Diplomat" (Priest) 1, 19/23 HP, 4 XP

The Sheik was right... for the first time, Torillin feels true trepidation about the journeys ahead. Lord Jabu-Jabu, hear my plea... he begins, closing his eyes in prayer to the Sea God.

XP marked!


Lvl 1 Dust Eater | HP 18/23 | AC 0 | D8 | Str -1, Dex +2, Con +1, Int 0, Wis +1, Cha 0 | xp 2/8 | hold 0

Are we travelling with the caravan, or cart and horses? If so, Shyrin would greet them and introduce herself, then try to acquire herself a seat for the ride rather than walk it!


Male Zora "Diplomat" (Priest) 1, 19/23 HP, 4 XP

Torillin pats the seat next to his in the caravan the Hyrulians were seen arriving in.


Lvl 1 Dust Eater | HP 18/23 | AC 0 | D8 | Str -1, Dex +2, Con +1, Int 0, Wis +1, Cha 0 | xp 2/8 | hold 0

With a gracious nod, she takes the seat beside Torilin. "How comfortable, or perhaps uncomfortable, is it to be out of water for prolonged periods?" she asks after a long span of silence. "I don't wish to offend, but I always figure it's more polite to ask then silently wonder. Certainly you realize you're novel to most of us."


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

Let me know if you guys want to continue to interact with each other more! I've absolutely no rush! I tend to go at the speed my players desire. If you haven't posted to hold up and let everyone interact more with each other and the caravan by tomorrow, I'll move the caravan to Kakariko. You only have a few hours, traveling by horseback, even slower horse-drawn-cart style!

Once to the other side of the bridge, the Caravan stops and uses a bucket system to refill everyone's canteens, before the carts continue on their way.

Muse bobs, dips and swirls all around people, apparently introducing herself to all of the strangers. She seems to sing a different song for each person, before returning to the group, and bobbing and swirling, still chirping away as they travel. She gets closer to anyone who's speaking!


Male Zora "Diplomat" (Priest) 1, 19/23 HP, 4 XP

Torillin is unusual among his people for his willingness and propensity to talk to outsiders at length. He's in his element meeting new people, and smiles a comfortable, confident smile at her question.

"We certainly prefer spending most of our time in water, but we're capable on land as well. I like to keep myself moisturized with good old fashioned water, but there are also plants known to my people that can keep us comfortable on land for good long stretches of time. I intend to keep my eye out for such plants; I'm no woodsman survivalist myself, but I do know some techniques for getting around."

He sighs wistfully, glancing outside the caravan. "When all's said and done, however, nothing beats swimming. Nothing."

He turns back to Shyrin. "Do you know of the Gorons, the people whose land we are traveling to now? They are nearly as isolated as the Zora people themselves, so my interactions with them have been minimal."


Lvl 1 Dust Eater | HP 18/23 | AC 0 | D8 | Str -1, Dex +2, Con +1, Int 0, Wis +1, Cha 0 | xp 2/8 | hold 0

"I've met a couple..." she slowly replies, trying to recall much about them. It's been a while since she travelled, and she wonders if the local stories might have somehow combined with actual experience.

Spout Lore: 2d6 + 0 ⇒ (6, 5) + 0 = 11


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

The Goron are really, really laid back, and easily entertained! Many of them eat simple stone, though from a very particular source, and most of them are built like rocks. They don't seem to need to breathe and are completely immune to heat. They're not very comfortable anywhere around deep water, though. (You try climbing out of a wet pit that you sink to the bottom of!)

The goron also specialize in stone and steel, usually crafting oversized weapons and armor. You actually had a few come down from the mountains a few years ago, seeking a new food source; now that you think about it, a single man had apparently sealed off the Goron's primary food source, causing the people to decline for nearly a year.

They're also, for the most part, incredibly kind. They have little need for anything not on the mountains, but trade, simply because things are interesting. Being excellent miners and mountaineers, the Goron spend a great deal of their lives in caves, and some are said to even be able to take the shape of boulders.


Female Human Oracle 1

Minx was content to just enjoy the ride for now, long travel time was nothing new to her so she felt no need to fill the time or silence and she would get to know her fellows soon enough. For now she sat back getting comfortable for the trip.


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

As the caravan enters the last leg of its journey, the horses are commanded to speed up, dusk beginning to set in. The moon rises over the edge of the world, and somewhere, far to the south, you can hear a lonely, mournful dirge in the form of a wolf's howl.

True to life, as the group approaches Kakariko, the Sheikah's home town, rain is just beginning to fall; it often rains here, in recent years.

Houses dot the village, with only a few shops, covering the cliff-sides in tiers. The graveyard Shyrin frequents is actually a tier higher than any of the houses, aside from Dampe's. A woman is busily chasing a civic back into its pen in the direction of Death Mountain Road, as the merchants unload their belongings from the wagons.

By the time everyone is out of the caravan and seeking shelter, there's a thin layer of mud on every bit of ground that isn't cobblestone.

Shyrin, you likely have a home of your own here. Feel free to describe it, be as extravagant as you like! Do you invite them to your home, or show them to the 'Cursed House' that was unceremoniously turned into an inn a year ago after an extensive fumigation?

What are the rest of you doing, now that you've reached the seeming last bit of civilization?


Male Zora "Diplomat" (Priest) 1, 19/23 HP, 4 XP

The Zora keeps his gaze turned skyward, enjoying the soft patter of water on his face keeping his body moistened. The caravan ride was long and dehydrating, and he stretches gratefully in the drizzling shower.

He gazes off in the direction of Death Mountain, it dominates the horizon when you're this close to its feet. He flags down a passing Kakariko villager and asks (if he can get his/her attention long enough): "Any news from the mountain?"


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

"'Fraid not." came the woman's reply, "Then, the mountain's never been much of a talker." she laughs at her own joke, seemingly untethered by the rain. "Actually. Now that you mention it, folks have been talking about how crumbly it's been lately. Good for crops, even in our rocky farms, but every few weeks it belches up a plume of black. Comes down with the rain, and feels foul. The plants love it, though, so I can't complain." She grins. "You're not planning to head up, are you?"

also, note: you don't take any penalties on land, normally. :) feel free to keep playing up the water if you want, but I won't penalize you if you stop.


Male Zora "Diplomat" (Priest) 1, 19/23 HP, 4 XP

I assumed. Zoras in-game functioned normally on land, after all. :) I've never played an aquatic race before, so I'm having fun with playing it up.


Lvl 1 Dust Eater | HP 18/23 | AC 0 | D8 | Str -1, Dex +2, Con +1, Int 0, Wis +1, Cha 0 | xp 2/8 | hold 0

Shyrin's home is modest, especially as most comforts she is unable to enjoy fully. So an ascetic lifestyle quickly becomes the preferable one for the sake of simplicity. It's a small home near the path up to the graveyard she frequents. There's a small fireplace inside and a thin bed. Bookshelves, however, line the walls. Not only are there several books, but the shelves seem mostly covered with tchotchkes of the most eclectic sort. Large baubles, small trinkets, parts of dolls or jewelry, sea glass, etc.

The room feels... balanced... homey. There's something quite tranquil in the simplicity.

"Any who wish to avoid the inn are welcome to stay at my place. I have only one bed, but it's yours as I will be sleeping on the floor this evening. Beyond that, I could show you the way to the inn. Don't mind what locals say about it."


Male Zora "Diplomat" (Priest) 1, 19/23 HP, 4 XP

To the woman: "Yes, I'm afraid we are. There is reason to believe that an outside force is causing the mountain's strange behavior." the Zora rubs his chin thoughtfully. "We're here to investigate."

To Shyrin: "I'll accept your offer, Shyrin. I promise not to invade your privacy while we are enjoying your hospitality. We should rest here for the night, stretch our legs after that long caravan journey, and set out in the morning. For now though, I would see your homeland. This is my first time coming this far west."


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

"Oh, wonderful. Bring me back something shiny, then?" The woman asked with a grin. "Or maybe an umbrella. That'd be lovely, as well." she nodded and, if not stopped, went along her way!


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

As the group begins to climb the stairsteps of Kakariko, Muse swirls off, and dances around the windmill, before slipping inside... a few moments later, the rain becomes a downpour, as Muse comes out chirping a new song.

The group probably rushes for the Sheikah house as the little Fairy flies after them, bouncing and twirling and chirping. Once they arrive (or otherwise get out of the rain), they begin to hear a humming sound... And it's coming from whomever took the compass!

taking the compass out:
The compass hands are swirling at an insane pace, as if either unable or unwilling to stop.

What do you do?


Male Zora "Diplomat" (Priest) 1, 19/23 HP, 4 XP

Torilin gazes at the spinning compass in his hand. "Is there iron in Death Mountain that prevents the compass from working properly? I have read that large concentrations of metal can have that effect...perhaps the Faeries are causing it?"

He quietly hums the tune that he heard that brought the rain as he studies the strange spinning needles...He turns the compass over in his hand, but seeing nothing amiss on the other side he turns to his companions. "Shyrin, any ideas?"


Inspire Courage (+1 Hit/Damage and Will v. Charm and Fear)

As you begin to hum the tune, Muse joins in, and a peel of thunder rings out a moment later.

The compass points to you when you hum, but turns to Muse unwaveringlybas she sings with you, though she weaves and bobs. Once she stops, it goes back to spinning.


Female Human Oracle 1

"Maybe the compass points out magic as well and the fairy summoned rain, a lot of magic suddenly near it could cause problems."

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