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 crushing force of Lord Jabu-Jabu answers your pleas and brings harm to the undead abomination as portions of its body simply cave in upon itself as a result of your attack... though you aren't quite certain of where it is unless you continue to shine your light in its direction. You're fairly certain by now that averting your gaze is definitely important... but targeting it without looking directly at it will result in taking -1 forward when targeting them... but looking directly at it may result in requiring a DD:Wis... as you've come to discover.


Female Human Oracle 1

1: 2d6 + 1 - 1 ⇒ (6, 2) + 1 - 1 = 8

Anya strikes at the creature but not being able to look at him proves a too difficult, she draws back to avoid a counter-attack rather than land her hit.


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

Bumping for visibility

Anya leans in to strike, and then pulls back as she sees the creature begin to swat at her, her blade dancing through the air thanks to her ability to feint, completely protecting her from the retaliation of the attack.


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

Torilin steels himself. Jabu-Jabu demanded bravery from His followers. "In the name of the Lord of Oceans, I defy you, monster!" he cries out, holding his pufferfish-flashlight high. The beam of light shining from the fish-light shines brighter and brighter, shining a painful beam, and Torilin risks his very sanity by steadfastly staring at the creature's monstrous form. He resists the pull on his mind, but the spell falters! "Aaaagh!" he cries, his grip on the puffer-fish wavering. "Help me!" he calls to his companions. "Steady the beam! Steady the beam!" The fish he holds, an imperfect vessel for Jabu-Jabu's might, is almost coming apart from the force of the spell it's trying to channel. Out of character knowledge: a successful Aid roll from one of you, Anya or Shyrin, will make my attack a partial success!

Defy Danger: Wis: 2d6 + 2 ⇒ (4, 5) + 2 = 11

Invocation of Shining Retribution: 2d6 + 2 ⇒ (3, 1) + 2 = 6
Damage: 1d6 ⇒ 1


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

Even if it succeeds, it'll do a magnificent 1 damage. :P


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

As none of his companions knows just how to steady or focus a laser (yet), things slowly go out of hand, until the fish simply explodes in a burst of light. The reread screams as the burst blinds him... for now, but the party is cast into darkness, save for muse who dances around the bard, illuminating her and her sword... Plus any of you that stand close enough.

Behind you, a shaft of light reveals the way back out.

What do you do?


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

Faced with no light and a failed spell, with a monster that hurts his sanity to even look at somewhere in front of him in the blackness...Torilin does the only thing he can do; he panics.

"Aaaagh! GET AWAY! NO! GET AWAYY!!!" he cries, as he turns tail and flees back toward the light coming from the exit.


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 can only see Anya now, as muse flits and bobs around her and her blade. Taking a deep breath to steel herself, she rushes in to defend the bard and try to hold back anything that comes close enough to be exposed by the light.

"Can you see anything?" She calls frantically, already knowing the answer as there's no reason Anya could see any more than she. "Muse, can you get close enough to that thing that we can pinpoint it? It must be faltering by now."


Female Human Oracle 1

"Target the enemy, don't make us targets." She muttered at the fairy that seemed to be trying to kill them.


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

The little Wisp whistles in what you can almost be positive was a sigh, as it slips back out, and seeks out the creature.

Same DD:Wis rules apply as before, if you look directly at it.


Female Human Oracle 1

Since the fairy had stopped trying to kill them they wouldn't need to look at it just aim under the fairy.

Attack: 2d6 + 1 - 1 ⇒ (3, 4) + 1 - 1 = 7
Damage: 1d6 ⇒ 3


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

"Enough of this puny flashlight business!" standing in the light near the exit makes Torilin feel slightly braver. He holds aloft his pufferfish again. "Jabu Jabu! We need to see our opponents to slay them! Share with us your holy light so we may blight your enemies!"

So saying, he hurls his holy fish through the air like a hand grenade, and casts an Invocation at it.

Invocation of the Holy Hand Grenade: 2d6 + 2 ⇒ (2, 5) + 2 = 9

Class damage if successful enough to actually cause damage!: 1d6 ⇒ 3


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

Apologies for the delay... yesterday was a bad day for me.

As the fuelling presses forward with her rapier, she realizes that she can yet dodge the blow, but pressing the attack will result in a probable tradeoff.

She chooses to strike the creature, cleaning open a long furrow in its emaciated chest, leading past its ribs and into its stomach.

Just as it returns the favor with a backhand 1d4-1 damage to you, Anya, as the creature doesn't get a very accurate swing! a fish goes sailing by, landing just behind the creature, with a wet squelching sound. It glows with the light of a candle for just a moment. It seems to simply be sitting there, providing a weak light, though the light is slowly building.


Female Human Oracle 1

damage: 1d4 - 1 ⇒ (1) - 1 = 0


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

And it's thrashing misses the mark completely!

What do you do?


Female Human Oracle 1

I wait my turn for combat


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

The light takes form around Anya, shielding her from the worst of the monster's strikes. Far behind her, Torilin can be seen weaving magic in the air, using the light to protect her.

Divine Ward: +2 armor to Anya if successful!: 2d6 + 2 ⇒ (2, 3) + 2 = 7


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

As Torilin casts his prayer, marking Anya with his divine blessing... Muse becomes distracted by his intoning, and decides to sing along, dancing in his direction.

The Redead may be blinded by the light... but now everyone else is blinded by the darkness!

What do you do?


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

"Damnit, faerie, we need light! Anya, Shyrin, fall back! This is my first adventure, and I don't want it to end in the belly of an Redeaded...thing!"

Torilin blinks, focusing intently on the darkness and willing his eyes to open their pupils wider, adjusting to the dark. He can't bring down Jabu-Jabu's wrath on a target he can't see.


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

Then stop being bad at wards! :P

As Torilin suggests he needs light, the fairy dances around him, glowing a little brighter with its ruby-tinged light!


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

The moment the reddish light is bright enough for Torilin to see by, he's going to put it down, once and for all. He stares at it, daring it to try and break his mind.

Defy Danger: Wis: 2d6 + 2 ⇒ (5, 2) + 2 = 9
Invocation of the Sea's Wrath: 2d6 + 2 ⇒ (3, 4) + 2 = 9
Damage: 1d6 ⇒ 1

I need to stop rolling minimum damage or my career as an adventurer will be short indeed...


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

The swirling faerie, in this case... serves to aid you in avoiding seeing the thing's true face, as you call upon the wrath of your god... the slowly swirling light making it impossible to look upon the face for a solid length of time, but working for what you need.

As you call upon your deity's wrath, you can hear the tides changing... the seas are flowing outwards. What is it that your deity demands of you?

In either case, the creature is thrust backwards by a tidal force, manipulating what little water remains in its body to thrust it onto the grenade-fish you'd lobbed earlier. On the bright side, there's a sickening noise as the fish explodes (becoming utterly destroyed. Mark off a dungeon ration ), but so too does the redead. The moaning ceases.


Male Human Bard (Archaeologist) 4
Quick Stat Reference:
AC=19, HP=10/15, Fort/Ref/Will: -2/8/4, 1st level spells: 4/4, 2nd level: 2/2, Archaeologists' Luck: +1 6 rounds/day

This is my dot.


Female Human (Gerudo) Fighter 1; 4 XP

Warner Sister


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

Jabu-Jabu demands ritualistic, time-sensitive observations of faith to prove your worth to the Zora people. Without hesitation, the priest falls to his knees and rests his forehead on the cool stone in a gesture of supplication, murmuring prayers to the Lord of Oceans under his breath. He smears the fish guts before him in a wide arc.


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

Muse darts around Torilin singing in her musical tones as he apparently beseeches her greatness. She was happy to help, after all!

Once all of the supplicating is finished, the murderous fairy flies back in to take stock of Anya and Shyrin... and then flutters, candlelight twinkling red as she goes towards the back of the room. The acrid scent still hangs in the air, as Muse flutters towards the back of the cavern-tomb, bouncing and twirling as she goes.

What do you do?


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

Riza:
You leave your people, taking all that you can carry with you, including your relic-like weapon. It isn't an easy trip, going alone, and without a horse, but you manage to reach the crevasse that separates your homeland from the rest of the world, where red earth gives way to green grass. Unfortunately, the bridge has been cleaved down the center... and recently, from the looks of it, though for what purpose is inscrutable.

However, as you begin to question your predicament, a Sheikah on the younger side steps away from a rocky outcropping to sit across from you. The only reason you recognize him as a Sheikah is because of the clothing he wears; no Hylian you've ever met has worn anything like that, and you know him not to be Gerudo. He doesn't speak, only watches you. What do you do?

Khristov:
This is one of those rare times where I need to know some backstory about your character as opposed to you simply telling me about your backstory! Most likely as a Hylian you live in one of two places: Castle Town or Kakariko Village. You could be from another location as well! Depending on where you're from will determine what sort of information I give you for the world. A little of your background will also help me to determine the Sheikah's interactions with you!


Male Human Bard (Archaeologist) 4
Quick Stat Reference:
AC=19, HP=10/15, Fort/Ref/Will: -2/8/4, 1st level spells: 4/4, 2nd level: 2/2, Archaeologists' Luck: +1 6 rounds/day

Hot DM (by the way, that name gives me the chuckles):
Let's say Castle Town. Back in the day Khristov was bit on the hand by a random moblin that madeits way into the area he was fishing. He's since been a bit paranoid of the outside world, with its octorocks and ReDead and Moblins and such, so he places his trust in what he sees as the civilized portions of life in Hyrule: order, stability, and by extension the Goddess Nayru. He's seen as a bit of an odd duck among the rest of the townsfolk because of his devotion to a single goddess rather than all three or the Goddess Hylia.


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

Sorry about leaving you hanging! I got busy, then forgot about having checked and not responded yet! I'm glad you like the name :) I love pretending to be clever!

Khristov:
Alrighty, I can work with that!

Similar to the Thief and Anya, you've noticed a steady increase in the castle guard. Worse, their hearts seem to be moving in the opposite direction of your own. The castle has become secluded in recent years, and people have begun having to deal with worse and worse restrictions by the guard. They haven't done anything evil... but you can see Castle Town becoming a police state before your very eyes.

That's why it's so worrisome when you're preparing to bed down for the night that you hear a knock at your door. Light enough to not be forceful, but heavy enough to ensure that you know it was intended. What do you do?


Male Human Bard (Archaeologist) 4
Quick Stat Reference:
AC=19, HP=10/15, Fort/Ref/Will: -2/8/4, 1st level spells: 4/4, 2nd level: 2/2, Archaeologists' Luck: +1 6 rounds/day

I have done nothing wrong, so I doubt it's anything untoward. Moblins aren't the sort to knock.

Khristov answers the door.

Can I help you?


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

Khristov:
As he opens the door, he immediately spots blond hair and blue clothing where he expected a face to be. Looking down, he meets red-irises that are looking right back at his.

"Perhaps. Is now a good time to talk in private?" A more thorough glance showed that the Sheikah was wearing clothing that left much to the imagination. Primarily blues and whites, but also a large red Sheikah symbol that was a rarity within castle town.


Female Kokiri Ranger 1

Dot


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

Remia:
As you and Remia are traveling throughout the local portions of your forest, you begin to hear a familiar, lilting song coming from somewhere off in the distance. You know that the Kokiri forest doesn't usually travel in straight lines, but you still recognize an old friend who vanished into the woods nearly a year ago's song when you hear it. You hear Saria's Song playing from somewhere distant in the forest... but it isn't a wind instrument as you'd expect. Instead, it is a string.

What do you do?


Female Human (Gerudo) Fighter 1; 4 XP

Riza narrows her eyes at the Sheikah across the way. The Gerudo and Sheikah had been on opposing sides in the Great War, and even though she was too young to remember it, animosity between the two groups had been something she'd grown up with, even if she'd never actually met one before. This one appears to be a long way from home. Trespassing on enemy ground. Gerudo Valley wasn't exactly safe for Riza anymore, either, but that doesn't mean that suddenly Sheikah can just go wherever they like.

Scanning the horizon, she looks for places where others might be hiding. The Sheikah just appears to be sitting there, watching her. It's... creepy. There'd been plenty of disturbing things she'd seen out in the Spirit Wastes, but this was different. As the seconds ticked by and the two just watched each other, Riza could feel tension ratcheting up. After an agonizing minute, she calls out, trying to force whatever was going to happen to happen already. "What do you want here, Sheikah?"


Male Human Bard (Archaeologist) 4
Quick Stat Reference:
AC=19, HP=10/15, Fort/Ref/Will: -2/8/4, 1st level spells: 4/4, 2nd level: 2/2, Archaeologists' Luck: +1 6 rounds/day

Khristov motions inward and allows his guest to enter. Once they are inside he pours some water from a jug and offers a cup to the Sheikah. He then sits at the table.

I usually hear confessions in the temple, but I can make an exception. You may speak freely here. Tell me what ails you, friend, and I shall do what I can to find you absolution from the heavens and from your conscience.


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

Thank you for the link, Riza! It's actually a lot more fitting!

Riza:

"I was actually looking for you, I believe, Gerudo." the word didn't sport any animosity coming from the gender-neutral voice. "I believed someone was going to come this way shortly after I was forced to cut the bridge, so I felt it was only right that I should stick around to help them cross." the mouth portion of the stranger was covered, so all that was left for understanding the emotions of the outsider consisted of eyes and tone.

Khristov:
The Sheikah followed him in, and accepts the cup, somewhat surprised, but as the other man sits, so does the Sheikah. Legs cross beneathe the table, as he leans back with the cup in hand. He doesn't take a drink, given that his mouth is covered, but instead simply holds the cup. He seems thoughtful for a moment.

"I actually bear many sins, but I'm afraid that absolving them would be pointless just now. There will be many more things I will have to do in order to survive, as unwholesome as that is." came the slow response.

"I'm actually here, because I'm connected to the castle. I've been doing many things by halves and wholes for a recent guest while operating as Castellan. Unfortunately, your... capabilities have grown problematic for said guest, and I have been ordered to 'get rid of you'. There are several ways that I can do this, though the one that seems best for both of us is if I gave you something... more important to do with your time. Hearing the sins of guards has certainly kept things safer here, as you have borne a portion of the weight for them... but everything is reaching a turning point." the stranger shakes his head. "What say you?"


Male Human Bard (Archaeologist) 4
Quick Stat Reference:
AC=19, HP=10/15, Fort/Ref/Will: -2/8/4, 1st level spells: 4/4, 2nd level: 2/2, Archaeologists' Luck: +1 6 rounds/day

He paces, stroking his chin.

This is dangerous. If simply hearing confessions is likely to get me in trouble, it stands to reason that there is something someone does not want me to hear. In that case I would likely be required by ethical duty to stay and listen. However, those same ethics would compel me to not intervene in the actions of my confessors, so if such a machination is in place, my best opportunity to intervene would only come from me not listening to it in confession, but by actively participating. I'l play along for now.

If there is something that needs doing I can hardly sit by and wait passively for others to do it or the opportunity to come and pass. What do you have in mind?


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

Khristov:

"There's always something that needs doing. The pay won't be bad, and you'll get to be a hero, if I'm not wrong. The world is dotted with ancient places that hold secrets, and in some cases, relics. Aside from within the castle walls, the nearest is actually on the other side of Kakariko Village, within the graveyard of my people. I would suggest you allow the Sheikah to complete what I believe her quest will lead her to there, before you enter personally... or with others. If we're lucky, you'll meet up with others along the way. I will provide you with a map that will lead you to various relics across the land that should help you along in your journeys. Another group will be moving around collecting other important pieces for something else. I can't really explain that here."

The Sheikah paused for a moment, as he withdrew a scrollcase, ornately carved, and marked with the castle's crest. She placed it upon the table. "If you should accept, I will make a payment, and ask that you do not leave by the front gates. I've secured passage for you along the wall, which will save you quite a lot of time in reaching Kakariko -and- prevent guards from taking the map and revealing my plan."

They paused once more, before finishing. "The job is simple, yet will be difficult. If you travel to Kakariko, you should meet up with a group that will be traveling with a ruby faerie. With luck, you will also meet a Gerudo and a Kokiri along the way. The Hero of Time seems to have vanished, and... quite frankly, the world needs heroes right now." What do you do?


Female Kokiri Ranger 1

When she hears the distant song, Remia's ears prick up, she looks down at Shadow and up at Yami, her fairy "You hear that too friends? Sounds like Saria... Wait, it's different, doesn't sound like a fairy ocarina at all." She draws her bow and an arrow, "Your ears are better than mine, we should follow it, Shadow, Lead." She knew she should keep her guard up, though this was familiar noise, it stunk of a traps, ever since the deku tree's death the forest had become a much more unsafe place, with raids on the village from blins, lizalfos and the more militant deku scrubs had become all the more common. "Keep your guard up," She said as she followed the noise.


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

Remia:
Curiously, as you follow your ears, you wind in and out of pathways you swear you know, but don't follow any direct path that you've ever traveled along... and then everything opens up, and you dash out into a clearing at the very moment you realize there even is one; clearly the magic of the forest at work. The clearing is full of tall grass that makes it easy to hide yourself, thankfully, and Shadow has as even easier time... Yami may need to swarm down into the grass if you'd prefer that, though.

You can see over the top of the grass, a human dressed in a large amount of blue and white with an alien red symbol painted onto the front. The human has blonde hair and their eyes are closed, as they repeat Saria's song steadily, allowing the winds to carry it off into the forest.

What you do know is that the human knowing Saria's song marks her as a friend of Saria... or at least it should. What do you do?


Male Human Bard (Archaeologist) 4
Quick Stat Reference:
AC=19, HP=10/15, Fort/Ref/Will: -2/8/4, 1st level spells: 4/4, 2nd level: 2/2, Archaeologists' Luck: +1 6 rounds/day

Coins: 3d6 ⇒ (6, 5, 2) = 13

Very well. If the Hero is truly missing then it seems that something needs to be done. I'll do my part. I'm off to Kakariko then. Give me the map and let me gather my belongings and I'll meet you outside.

With that Khristov stands up and motions toward the door.

Once he's outside I'll activate Quest to gain Freedom from food, drink and sleep, and senses that pierce lies for the quest to Discover the Truth About the Sheikah's plans.


Female Human (Gerudo) Fighter 1; 4 XP

Glad you liked it. The Zelda fanbase is big enough that you can find just about any kind of cover you want, especially for OoT.

Riza glares at the Sheikah, but casts a nervous glance behind her. She'd left early in the morning, but by now they'll have discovered her missing. She didn't have time to dawdle like this. The Sheikah might not be trustworthy, but if she stays on this side of the canyon, she's guaranteed a swift death... or worse.

Making her decision, she looks back to face the stranger. "Then what are you waiting for? Help me across." Riza didn't know what to expect, but she waited expectantly nonetheless.


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

Khristov:
"Very well." the Sheikah sets the cup back down onto the table as he rises and moves towards the front door. He holds the map out to Khristov until he takes it, and then slides his hands into a pouch on his left, he pulls out a red rupee (20 'coins') and offers that as well. "There will be an old man wearing a Keaton mask on the eastern side of town. He will lead you to where you are going. This should help to travel for traveling expenses." the Sheikah said, before leaving through the front door, when it is offered.

Riza:
The Sheikah takes their time, reaching into a pouch at their side, and draws out a pair of long, then needles, then a chain slides out of each sleeve. He connects the needles to the chains, and spins his entire body as he launches both into the cliff face beneathe Riza. "Walk, do not run, and do not leap." the Sheikah moves nearly Prostrate to the ground, and holds the chains steady.


Female Kokiri Ranger 1

Remia, crouching down in the grass, cautiously nocks an arrow and stands up, poking her head above the grass (Or standing on a rock or something, either way she makes herself visible.) if the grass is very tall, pointing the arrow at the woman, she had never seen one of the big folk before and certainly didn't know how on would know Saria.
"Who are you? ... and how do you know that song?" she asks still pointing the arrow at her.


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

Remia:
"My given name is Sheik. And I learned the song from a childhood friend. He often visited me, and would play many songs on his faerie ocarina. Perhaps you knew him." the stranger explained, answering the question readily. She didn't stop playing, but Remia could tell that the woman's muscles had tensed, ready to attempt to move off of the stone she was playing atop.

"And may I ask who you are?"


Female Human (Gerudo) Fighter 1; 4 XP

That was definitely not what Riza was expecting. Her jaw drops in outrage. "You have got to be kidding me!" The Gerudo were known for being thieves, not acrobats. This had to be the stupidest, most obvious trap she had ever seen. As soon as she stepped onto the chain, the Sheikah would just jerk it and send her falling to her death. Messing with this Sheikah was a waste of her time. At least Ganondorf would give her a warrior's death. "If you want to kill me, you'll have to come over here and fight me yourself!"


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

Riza:

"I have no compulsion to fight or harm you. I could leap across, but I could not carry you back with me, and I do not know the Way to the other side. So, it is the chains or finding your own way. Perhaps you can make the leap." came the response, the Sheikah still knelt low, holding the chains taut.

"If you do not trust me here, how will you be able to trust anyone on this side of the chasm. Every journey begins with a single step."


Male Human Bard (Archaeologist) 4
Quick Stat Reference:
AC=19, HP=10/15, Fort/Ref/Will: -2/8/4, 1st level spells: 4/4, 2nd level: 2/2, Archaeologists' Luck: +1 6 rounds/day

Khristov goes to a corner of his house where he has a small shrine dedicated to Nayru, goddess of order and law. He kneels before it and prays for boons for his coming mission. He prays for reprieve from the effects of time upon his body and for the wisdom to not be fooled by deceit. He then sprinkles himself with water and puts on his armor and tabard, then steps out of his house.

Khristov takes to the streets. Armor on, sword on his hip, shield on his back, and heads off to look for the man in the Keaton mask.

The east side of town, avoid the guards. Shouldn't be too hard.


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

Kristov:
It legitimately wasn't hard. Despite what the Sheikah had said, Khristov had never been harassed by the guard, really. He was, after all, a very lawful citizen. He just didn't do anything to prompt trouble, and they usually didn't even look to him for such things. But he did know that anyone traveling through the main gates was searched, both when they entered, and exited, and was provided 'fair recompense' when they did for any objects taken from them.

So it was that the dark night swept around him as he moved, the city streets mostly empty. But onward and onward he went, until finally, he began to move past an alleyway, before spotting a floating fox head. Attached to the fox head was an entire human being, albeit stooped over. The man appeared ill at ease as he stood watching Krhistov.

What do you do?


Male Human Bard (Archaeologist) 4
Quick Stat Reference:
AC=19, HP=10/15, Fort/Ref/Will: -2/8/4, 1st level spells: 4/4, 2nd level: 2/2, Archaeologists' Luck: +1 6 rounds/day

I should have asked for a name. Now I know I would make a horrible spy.

That certainly looks like a Keton mask to me, so I suppose I was sent to meet you. Do you know where we are going?

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