Schrodinger's Lament (Inactive)

Game Master BastianQuinn

Distorted reality world-building survival game using hacked Funnel World (derivative of Dungeon World) ruleset.
Character Sheets - Rolling Tables - Discontinuity - Conflict Map - Custom moves - Dunkleheim


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Weaver | Lvl 0 | XP 4 | HP: 6/7 | Armour 0 | Damage 1d6 | STR -1 | DEX +1 | CON 0 | INT -1 | WIS +1 | CHA 0

Quartermaster: 2d6 ⇒ (2, 3) = 5

After wandering through the area for a few minutes, Kyrillosr still fails to find rations.

"I found nothing," Kyrillosr confesses. "No wonder, with the landscape as burnt as it is. Did anyone else have better luck?"


Lurk ~ 2:(Attune/Prowl/Survey) 1:(Finnesse/Wreck/Command) ~ Prowess:3 Resolve:2 Insight:1 ~ 0 Harm ~ Stress: 0 ~
Gear - 0/5 Load:

Kreza shrugs. “Not sure you’ll like how it’s done.” Dropping to one knee, the ifrit catches the Eternal by the back of the head and dips into a kiss. If proximity to the being of flames wasn’t hot enough, something like a drop of the phlegethon slides down the halfling’s throat, filling him with an uncomfortable warmth and energy like drinking a few too many espressos.

Pulling away, Kreza picks a hair off his tongue, which sizzles between his fingers. “Halflings… Let me know when you need another, dove. First one's free.

The eternal proceeds to push the burning energy into the stone of the cathedral, and is met with the distant toll of a bell… followed by one closer at hand… then the whole cathedral rings, shaking dust out of the ceiling, and leaving most of the villagers clutching their ears. (+1 XP the Eternal)

~~~

To Phraanz, Imazael, Filaurel, and Vishti, the air smells disturbingly sterile, and when the sound clears, their heads fill with ringing. This catches Filaurel dragging a gravedigger into one of the side rooms. “As long as you demonstrate even the barest modicum of self-control, my lady, a single host can keep the pair of us fed without a healer’s intervention- What is that awful ringing?

Then, Vishti turns the corner. “Someone’s warded the place against- Are you two feeding on civvies?” She turns to shout down the corridor, but is out of breath from running. (+1 XP Imazael)

~~~

While foraging outside with Myxis, Kyrillosr spots something on the horizon that is kicking up a lot of ash(!). (+1 XP Kyrillosr) After the cathedral made that loud ringing noise, the ground hasn’t stopped shaking, and it’s beginning to look like it’s not an aftershock from the sound. This isn’t the humanoid figure from before, this is something below the tree line, and long. As it approaches, still Far from the cathedral, Kyrillosr can see brightly-colored branches(!) wreathing a corpulent mass of necrosis(!).


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Female Dhampir woodcutter | Lvl -2 | XP: 4 | HP: ? | A 0 | 1d? | STR 0 | DEX +0| CON -1 | INT 0 | WIS 0 | CHA +1

S~@~! Imazael thinks, As Vishti notices Her and Filaurel's bit of pragmatism. Her mind races a mile a minute, trying to think of a lie Oh, we were just helping this poor unconscious man out of danger... with out fangs out even Vishti wouldn't fall for that We're not gonna hurt him... just a partial exsanguination. She evenually settles on a plan, cutting her palm open and grabbing the dhampir so that her left arm was holding down Vishti's right, and her right hand was over her mouth.

It's not like that... the man won't be very hurt, just a little dizzy. and euphoric, it is a very nice experience, being fed on. she says, her mouth right by the dhampir's ear. she feels her blood drain into Vishti's mouth, her pounding heart simply exacerbating the flow. Besides, you like blood too, I can tell... let Filaurel and I have this vice, and I'll get you a little something too she smiles as she removes her hand, hoping that Vishti has drunk enough to be pacified.

Tackling (DD+STR): 2d6 ⇒ (2, 6) = 8
I think I've rolled this more than all the other moves combined: 2d6 + 1 ⇒ (4, 4) + 1 = 9


When Imazael's hand comes away, Vishti's next words are "Fukkin' Despoilers..." (Vishti has 1 Court Hold, Imazael marks another debility, Filaurel and Vishti are fed, you'll want to make sure Vishti stays under your control)

"Beautiful! Simply stunning." Lassiter pats Imazael's shoulder in a series of sucktion-y plops. "You're so skilled at keeping things running smoothly. So glad to assist in your meteoric rise. Say, do you think the Despoiler's ivory tower has an aquarium?"

You and Filaurel are now in a side room of the veneration chamber with two semi-conscious villagers and a smug cephalopod. The cathedral is still shaking, and the ringing(!) has not stopped.


Gullible Male Thug Dwarf Pilgrim | Lvl 0 | XP - 0/7 | HP: 11/12 | Armour - Faith | Damage - 1d4 | STR 1 | DEX 0 | CON 2 | INT 0-1 (Stunned) | WIS 0 | CHA 0

Playing to Win, I need XP: 2d6 - 1 ⇒ (4, 2) - 1 = 5
...this works too?

While the game was going on, Muirkhom had thrown himself into it. In a futile attempt to find a little more success than he usually had in his efforts, he made a brutal push for success in the challenges that faced him.
But as much as he controlled Blits, he didn't have so much luck controlling the dice.

As Pimrin sets up the army, the dwarf prepares for one last attempt at proving the worth of Blits, of Iranel, of all goblinkind-!
And then the session comes to a close.
Muirkhom's about to complain when he realises that he's in a much better mood, and has completely forgotten why he was so bothered in the first place. He's grinning cheerfully as he picks himself off the ground, gathering up his new sheet.
"Ya know, I hadn't heard'a this game before ya showed me it, but now I'm waitin' til the next time I can play. Blits's 'ad a bad day so far, but when we play again, that ogre king won't know what 'it 'im!" He takes a breath and bangs his staff on the ground, a clear, determined expression on his face. "Right! I've got some gold ta go find!"

"So, ya all...agh!" Muirkhom stumbles back, and shakes the ringing from his head. "The 'ell! Who's ringin' the bell? I swear, I'm goin' ta..." Muirkhom starts marching off toward the belltower. Who the hell thinks it's funny to go about ringing bells and giving people headaches?


Vishti spends the whole game trying to cheat, feigning ignorance of the rules. Shennenna takes to leadership quickly in and out of the game, helping the others with rules and generally playing with a genuine interest in the characters' arcs. Her brother was kidnapped by the ogres. Desmorlin, though, is in the same camp as Muirkohm, pushing to maximize his mechanical output. He's the one to lead the party to their current encounter.

Muirkohm finds Zelloris grooming herself in Imazael's adhoc throne room. She opens one eye at the dwarf's intrusion, but continues to lick and smooth her coat as if it would take concerted effort for him to deprive her of privacy. "It's not the bell. The orc took the clapper."
(Zelloris has stolen and eaten two uses of raw pork. +1 XP to Muirkohm.)


The Eternal winces at the loud tones. He nods his head as if it's exactly as he had planned. Let's get this meat smoked. He says. The villagers go and use undead remains as fuel.

We will eat, and prepare our travel rations.

Eating and resting up...should have level one...Yay!


Lurk ~ 2:(Attune/Prowl/Survey) 1:(Finnesse/Wreck/Command) ~ Prowess:3 Resolve:2 Insight:1 ~ 0 Harm ~ Stress: 0 ~
Gear - 0/5 Load:

The villagers look around at the dust and bits of gravel falling from the ceiling. "Don't think they're gonna be able to relax with all that rumbling, dove. I'm no oread, but I think whatever it is is getting worse... or closer."

Kreza ignores the offered shackles and heads upstairs.


A massive titanium tuning fork forms out of swirling reality. Oh yeah, You're right man. He says fidgeting inside his clothes. Karudurk, Go bang that fork. The vibration should cancel each other out.

Titanium Tunic Fork Nullifier: 2d6 + 1 ⇒ (3, 1) + 1 = 5


Lurk ~ 2:(Attune/Prowl/Survey) 1:(Finnesse/Wreck/Command) ~ Prowess:3 Resolve:2 Insight:1 ~ 0 Harm ~ Stress: 0 ~
Gear - 0/5 Load:

While conjuring matter and altering forces is totally above board, nullification sounds an awful lot like making an end.

The Eternal sees two outcomes to his casting, one in either eye.

In the first, the fork comes into being already vibrating in harmony with the deep rumble in the ground. Soon, it's shaking too violently to hold, and it crashes to the floor. It's immediately difficult to keep your balance on the crumbling floor(!). The walls groan, ancient machinations twisting and shearing against each other. A single stone falls from the ceiling, and the assembled villagers scatter, pushing and shoving to reach the stairs. (in this case, +1 xp)

In the other, the Eternal reaches out to twist the fork out of the air, and feels the magic slide from between his fingers. (in this case, no xp)

His eyes close. There is a precedent being set here. How does the cosmos react to a poorly thought-out casting? When he opens his eyes, one of the two outcomes asserts itself into reality.


Or the beginning of silence through active means. The same could be said of any change really. Option number 1 would force us to all leave at once, And I think it makes things far more interesting

Run!!!

DD: 2d6 + 1 ⇒ (5, 5) + 1 = 11


Lurk ~ 2:(Attune/Prowl/Survey) 1:(Finnesse/Wreck/Command) ~ Prowess:3 Resolve:2 Insight:1 ~ 0 Harm ~ Stress: 0 ~
Gear - 0/5 Load:

Ah, but change is not one of your alignments. Creation is, which implies a strict binary of beginnings and ends. Physically, silence is the absence of a wave through a medium, and nullification in this manner is similar to the annihilation of matter and antimatter, which would similarly be in opposition to your focus. You would also find it hard to "create" darkness. Simply put, the result of your magic adds to the environment. You won't be able to make things go away. (and yes, nullifying sound does not work, but crumbling a cathedral does. Your magic doesn't care about conceptual entities... just matter, forces, and life. The stones are still there.)

The cathedral is now shaking itself apart from the bottom up. Anyone downstairs will have trouble crossing the crumbling floor.(!)


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Female Dhampir woodcutter | Lvl -2 | XP: 4 | HP: ? | A 0 | 1d? | STR 0 | DEX +0| CON -1 | INT 0 | WIS 0 | CHA +1

Imazael has herself some of the gravedigger, not especially worried about his well-being, but definitely leaving enough for him to be moderately ambulatory.

then the shaking starts. she draws herself up, wiping a bit of blood from her face, before quickly scanning the room, and running for what she thinks is the closest exit, making sure that Vishti and Filaurel get out as well (In fact, she has them go ahead of her).

when she gets out, she gathers the others (Myxis was out foraging, and I doubt that a one story fall is an issue for a catfolk) and draws them together, to see what remains of their holdings, and who else escaped.

Dr on an exit: 2d6 ⇒ (2, 2) = 4
Exunt, pursued by a collapse: 2d6 + 1 ⇒ (6, 5) + 1 = 12

So, how many people notice the blood on Imazael, Filaurel, and Vishti?


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Weaver | Lvl 0 | XP 4 | HP: 6/7 | Armour 0 | Damage 1d6 | STR -1 | DEX +1 | CON 0 | INT -1 | WIS +1 | CHA 0

Discern Realities (for blood, if necessary): 2d6 ⇒ (4, 1) = 5
Defy Danger (shaking, if necessary): 2d6 + 1 ⇒ (1, 5) + 1 = 7

Kyrillosr tries to run from the building before it collapses. Once Kyrillosr escapes the shaking cathedral, he says, "There was shaking outside as well. I saw some colorful branches outside that appeared to be moving."

"I'm not very used to above-water plants, but down there, at least, I don't think that branches were capable of that," he adds, with a tinge of homesickness.

Did anyone find food? I had gained a level from my roll earlier, so I would eat if it were available.


Krenin wakes from his reverie to a churning, jostling sensation. Looking around, he is outside in a flat open field of what would be ankle-deep ash, except the drow is belted to the back of a boar. Norma, Ferdinand’s newest recruit, tuts and paps at the swine’s ankles with her crook, looking from the sagging cathedral behind you to the massive, terrifying creature bristling with brightly-colored branches(!) Far in the distance, kicking up a cloud(!) of ash as it charges toward the cathedral.

LASaROS taps the back of your head, and slides to the front of your shoulder. “Hey, Krenin, you awake? I need you to, like, pass down some commandments to the Nameless for me. I tell them stuff, but I don’t think they take me seriously.

Ferdinand jogs up beside your makeshift palenquin. “Mumei has gathered for us some voles (2 uses, live, 1wt) and salamanders (1d4 ⇒ 1 uses, live, 1wt). She's confident she can keep us fed, but she's worried about feeding the swine. Norma says they should be alright, but we'll want to get them fed soon." Norma nods along. "We’ve acquired these two swine when I brought Norma here into the fold. Finally, I’ve collected some donations (1d4 ⇒ 3 Coin) from the infidels. It does not seem as though they take our cause seriously, which can be a good thing. We’re not seen as a threat.” Finished with the important news, Ferdinand attempts to recount the actions of the other villagers. “The infidels spent some time attempting to liberate and/or capture the elemental named Kreza, who, by all appearances, committed an act of terror on our home, Dunkleheim, and fled to this chapel, which is falling apart now for some unknown reason. That horror in the distance started coming after a very loud bell rang.

Anamika trots up. “I don’t think it cares about us.” She doesn’t give any further elaboration.
You have a +1 Forward to your next roll from your massage.

Mumei is straggling behind, carrying a large sack full of live game.

If you abandon the party to their fate and make for the village/castle of Dunkleheim, you will need a Scout, Trailblazer, and Quartermaster (all WIS). As Hirelings, Mumei can Scout at an auto 7-9 and come back with more food, and Norma would be able to Quartermaster at an auto 7-9.

WIS for the Nameless:

Mumei: 3d6 ⇒ (2, 3, 5) = 10
Anamika: 3d6 ⇒ (2, 2, 4) = 8
Ferdinand: 3d6 ⇒ (3, 3, 3) = 9
Norma: 3d6 ⇒ (3, 1, 6) = 10


Lurk ~ 2:(Attune/Prowl/Survey) 1:(Finnesse/Wreck/Command) ~ Prowess:3 Resolve:2 Insight:1 ~ 0 Harm ~ Stress: 0 ~
Gear - 0/5 Load:

Muirkohm: as the rumbling down below gets worse, Zelloris collects herself and heads for the window. "You may want to get out of here."

Umlur enters as Zelloris jumps down. "There you are! Muirkohm, there are injured in the basement. One of your friends and some ditch-digger. We should help them out before this place collapses."

Downstairs, the two injured are hobbling out of the stairwell to the basement. Everyone else has made their way out. Dawn's light streams in through large holes in the roof, and giant stones(!) are falling around you.

Everyone: The map is updated. Feel free to make adjustments and oogle the enemy.


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The Eternal creates a massive Titanium bridge with high walls. It appears out of potential reality to gracefully arch over the church and the groups, and covered in Super Slippery Fluid. He hopes the worm's momentum will get it away from the group, and they can run.

Disco Worm Super Slippery Fluid Covered Diverter: 2d6 + 1 ⇒ (6, 2) + 1 = 9

See Lines on Map
• Your spell won't last long - you'll need to hurry to take advantage of it.
• Your spell has unforeseen side effects, and might draw unwanted attention.


Krenin unbelts himself from the boar and stretches, every joint clicking majestically. He stands, perched delicately on the back of the boar, and surveys the surrounds. His tone has changed subtly"The beasts, much like you lot, have served me well. "Ferdinand", assist "Mumei" with carrying the food. We must maintain our strength, so eat when you must. Beyond this ash-scape we should find fodder for the boars SL: 2d6 + 1 ⇒ (2, 1) + 1 = 4. We ride for Dunkleheim!"

I'll take both of those options regarding Scout and Quartermaster, Ferdinand will carry the food and Anamika will try her hand at being the Trailblazer.

During the trip, Krenin talks frankly to his shoulder-mounted god. "Am I doing what is right? I must protect my little flock, but I must also swell our numbers. Perhaps once we discover the condition of Dunkleheim we may have some leverage over the unfaithful...?"


"I'll do what I can for those guys from my inferior station on Imazael's shoulder, but I think our survival depends on me keeping my eggs in separate baskets. The fishmun said part of the castle blew up. There are other, perfectly castle-y parts."


"That sounds plenty castle-y for me. So long as the demi-castle does not also explode while we are in residence, everything should be fine."


LASaROS laughs and is about to respond, but seems to think better of it. Then, he looks like he might have thought of a more cryptic, forshadowy thing to say... Then he realizes you're watching him and just pops his vent innocently a few times.


Another part of the Castle

The Spa

This lavish marble covered bathing pools. From water to animal blood, Some cool, some warm, some hot. Automated servants of clockwork and brass care for any need, from massage to health food to ambrosia to washing.

The Pools are gilded with gold in patterns of growing ivy. It's Public, and it's well funded by the government. Enjoy!


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Gullible Male Thug Dwarf Pilgrim | Lvl 0 | XP - 0/7 | HP: 11/12 | Armour - Faith | Damage - 1d4 | STR 1 | DEX 0 | CON 2 | INT 0-1 (Stunned) | WIS 0 | CHA 0

Muirkhom looks to Umlur, and then the injured. "Right. Let's get movin'. Be no good ta leave 'em." Muirkhom places the hands of one of the injured on his staff, loops the basket on his staff-arm, and tries to use the pot-lid he was given as a means to withstand the barrage of stone as he leads them out. Dwarven fortitude has never been a thing to be underestimated, and if he had a say in it it would get them out of here safely.

DD CON?: 2d6 + 2 ⇒ (3, 2) + 2 = 7


The Illusionatarium

It is a massive domed room. The stone interior dome is white washed and the floor is onyx. A glass pedestal sits in the middle of the room. A facet is in the top center. A person can pay to select a pre-programmed interactive illusion residing in a two hundred karat precious gem. Have an adventure. Have a romance. Have fun.


[BEAT]
[Music]
Imazael - didn’t need the DR, and the DD gets you and your close allies out.
Doesn’t take a rocket surgeon to see the blood on the three dhampirs’ faces. (But the party questions apply to everyone, so Kyrillosr’s xp is unchanged.) They haven’t had much time to clean up; although, Filaurel is dabbing furiously at her mouth with her kerchief. There is no indication where the blood came from. You’re also already outside, so you didn’t need to escape.

Myxis leans in toward Kyrilosr. “One side makes you taller…

Like an illusionist drawing a cloak over the rose-tinted sky, the Eternal creates the lubricated surface. The charging creature hits the surface and slides. Thick mounds of gel build up around the behemoth as it rotates up the ramp. The underlying structure flexing and groaning until it snaps with the sound of parting silicon. The creature soars through the air, crashing into the sagging belltower.

It would be much later before the Eternal would get a chance to explain to Muirkohm why the ramp had to be made from volume-modulated silicon. Anything stronger, and the behemoth wouldn’t slip. Anything more lubricated, and it would have plowed right through it. It would be much, much later before Muirkohm understood why the Eternal felt culpable for a ramp that, as far as the dwarf knew, had always been there.


Lurk ~ 2:(Attune/Prowl/Survey) 1:(Finnesse/Wreck/Command) ~ Prowess:3 Resolve:2 Insight:1 ~ 0 Harm ~ Stress: 0 ~
Gear - 0/5 Load:

The bricks of the cathedral rain down (incoming 1d12 ⇒ 6+4 damage split across all characters in the grey cone. Defend can be used to redirect another character’s share.), along with about a half-dozen humanoid figures, dwarfed by the roaring monstrosity. One is landing Close(!) to Kyrillosr, and another two are within the Eternal’s Reach, but not Close enough to retaliate. Kreza cleaves one in half before it hits the ground. They look like crooked men made from wood. Their arms are long and thick like clubs. It would be dangerous to get Close(!). None of them look too bothered by the stones pelting their bark. The wooden figures are still getting to their feet, but getting past them won’t be easy(!)


Watching the spectacle of the brilliant rotting mass, Imazael’s merry band of bloodsuckers almost miss Muirkohm ducking out of the collapsing cathedral.
Hey, uh, what say we take the scenic route? You know, leave the forking orc/ling to reap his/her phallic reward and head for the treeline? We do have that scroll. Only works on one, but I’m sure you’ve already got a plan. You’ve got a plan right? Tell me you’ve got this handled.

(sorry about the map-flip. I keep forgetting the church exits West and Dunkleheim is in the East)


Weaver | Lvl 0 | XP 4 | HP: 6/7 | Armour 0 | Damage 1d6 | STR -1 | DEX +1 | CON 0 | INT -1 | WIS +1 | CHA 0

Defy Danger: 2d6 + 1 ⇒ (3, 5) + 1 = 9

Kyrillosr just barely dodges the falling wooden man. Seeing how dangerous they look, he runs as far away as possible before returning to his humanoid form; he would have no way to fight back from afar as a hippocampus. Though once again a merfolk, Kyrillosr senses that his neck is now marked by a more noticeable pair of gills, shaped like a wave.

Spirit Arrow: 2d6 + 1 ⇒ (4, 3) + 1 = 8
Damage: 1d6 ⇒ 1

He grabs his bow and attempts to shoot the wooden people with a fiery arrow, but he winces as he is himself burned by the flame.

I wasn't sure exactly what tags to choose from, but I used the list from the (alternate) mage move "Black Magic," since I don't know of any such list in the core rules.


Tags can be anything simple. The standard ones are things like piercing, +1 damage, forceful, messy, or flaming, but I also frequently use target modifiers like area or beam, and materials like pyrite or wood. If you have an idea, but you're not sure, just ask.

Looks like a 7-9 DD to get out of the stick-man's range with the hipocampus' speed. That would normally be something like a choice between being kept in range or taking damage as you pass away, but the speed you get from the shapeshift will make that a softer move. I'll wait and see if Myxis or one of the PCs will aid. I've marked a location on the map that will give you Near range on the three treeple blocking the others.


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Female Dhampir woodcutter | Lvl -2 | XP: 4 | HP: ? | A 0 | 1d? | STR 0 | DEX +0| CON -1 | INT 0 | WIS 0 | CHA +1

Not a bad idea, on a normal day, I would agree... but if they die here, we will face the next peril alone.she gestures to their band And if they survive, we look like complete f%*@offs.

I think our friend Kyrill has the right idea. I know you have weapons stashed about you. Filaurel, would you kindly pass me that crossbow you have concealed in your pant leg she says, leading the group away, to higher ground.

any rolls necessary for all this?


Not only are the many hidden weapons not just yours to take, but maybe Filaurel doesn't want you knowing she's been holding out until now. That sounds like an order at the standard -1 for your noble courtiers. Any of your court of blades that you don't order or aren't assisting you with an action will act on their own, and prioritize their own safety. Taking position for ranged combat is free from where you are, as long as you're not running across the rubble. Your courtiers can fight from any range.


The Eternal drops back to touch Kreza's shoulder. Using her flames, he brings a burning wall into being that traps the majority of the stick beasts.

Firewall: 2d6 + 1 ⇒ (2, 1) + 1 = 4

See map


Female Dhampir woodcutter | Lvl -2 | XP: 4 | HP: ? | A 0 | 1d? | STR 0 | DEX +0| CON -1 | INT 0 | WIS 0 | CHA +1

orders to filaurel: 2d6 - 1 ⇒ (1, 3) - 1 = 3 damn it all, fillaurel. I'll wait for this to be resolved, but unless the circumstances change significantly, we are running to Far range, and then opening fire.

might need to order them to fire on that thing too: 2d6 - 1 ⇒ (4, 5) - 1 = 8


Lurk ~ 2:(Attune/Prowl/Survey) 1:(Finnesse/Wreck/Command) ~ Prowess:3 Resolve:2 Insight:1 ~ 0 Harm ~ Stress: 0 ~
Gear - 0/5 Load:

She'll still give it to you, that'll be something to bite you with a bit later. By my understanding, attacking the same target is just Volley with their Fight added to your damage. It does not seem to have the same training restriction as the animal companion. You can use that roll, or try to beat a 9. Myxis is also in range to aid Kyrillosr.

Also of note: Mothra Jr. is not happy about the Eternal's ring of fire.


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Female Dhampir woodcutter | Lvl -2 | XP: 4 | HP: ? | A 0 | 1d? | STR 0 | DEX +0| CON -1 | INT 0 | WIS 0 | CHA +1

Lets go for an even spread, probe its defenses Imazael says as the lot load their weapons, taking careful aim at the beast

Volley: 2d6 + 1 ⇒ (4, 6) + 1 = 11
Damage (I assue the crossbow has not bouses to damage or anything): 1d6 + 3 ⇒ (6) + 3 = 9 wooo, Max damage!

as the arrows land, Imazael looks over the beast, seeing where it is most vulnerable

DR: 2d6 + 1 ⇒ (5, 6) + 1 = 12

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


The Wrecked All Itch

The famous pub which caters too all tastes. Warm fires in the massive fireplaces cast a warm glow on the game fur covered walls. Giant grizzly pelts cover the floor. Large round stained oak tables always have a menagerie of patrons seated there, Laughing, talking, and singing.


Lurk ~ 2:(Attune/Prowl/Survey) 1:(Finnesse/Wreck/Command) ~ Prowess:3 Resolve:2 Insight:1 ~ 0 Harm ~ Stress: 0 ~
Gear - 0/5 Load:

[BEAT]
Kyrillosr tears across the ashen ground, leaving Myxis to deal with the tree-thing. As he reaches a safe distance, he returns to human form, spinning in mid air to deliver what would have been a barrage of flaming arrows, but the magic backfires, literally, and the would-be druid is left patting out the flames with his bolt of fabric. There is not much left of the bolt once finished. The arrows that do hit the creature bounce off to little effect.

Myxis and the adze close on the lone tree-man. The rain of arrows is enough to keep the thing distracted while they deal glancing blows. The adze feints inside the thing’s guard and begins perforating it with his pilfered knife. Myxis can't get in a good hit, and takes a club-like arm to the gut for her trouble.

As the flagstones hail down, Kreza pulls the Eternal up by his loose collar. Karudurk spins the clapper in the air, fending off the hail of stones around Heirx the goblin healer. Many of the Eternal’s band get caught in the hail, including Pimrin’s roleplaying group. Shenena isn’t looking good. She’s bleeding from a stone to the brow and staggers out from between the fire and rot, picking her way over the rubble. Hivroth the gunsmith unloads his weapon into the massive creature, covering her retreat as Pimrin and Desmorlin slide underfoot. The quarterling/drow pair don’t have much choice but to hug the rotting mass of fungal flesh and hope they go unnoticed.

As the wall of flames rises around the tree-men, the creature above roars, fixing their multifaceted gaze on the pair wielding fire. A jet of thick, black fluid shoots from the creature’s mouth, and Kreza turns to protect the Eternal. (Half of 1d12+7 and +1 xp) The fumes from the muck act immediately, twisting your vision and filling it with horrors. The Eternal must fight back the urge to flee.(!)

Sliding down from the rubble of the cathedral, the creature swings their tail down at the flames that surround the tree-men, heedless of their plight. (Incoming 1d12+7 spread across anyone under the tail)

Filaurel gives Imaezel a poorly-disguised look of shock before pulling a short cylinder from her hose and tugging the two ends apart. The device opens like a lotus flower, revealing a crossbow (near, ivory, hidden) loaded with a complement of custom bolts (1 ammo, 1wt) It’s apparent from her look that Filaurel is already figuring how she might exact a payment, but the situation is too intense for such talk. (+1 xp)

The unruly band take position and unload a barrage of munitions. The creature’s thick hide is peppered with arrows, bolts, and lead shot. That first volley tells much. The creature is tough, surely, but it did not escape unscathed. These creatures are all undead flora, which is indeed useful to know. Such creatures have shown a vulnerability to wooden weapons and fire. (+1 to acting on undead or plant-based enemies) From her position, Imazael can observe the giant creature’s movements. It uses its head and tail separately, but the tail (1d12+7, Reach area, forceful) moves much slower than the breath weapon (1d12+7, Reach, beam, terrifying) (+1 forward when acting on the giant caterpillar’s weapons). While it would seem the creature is simply out to murder indiscriminately, it is focused almost exclusively on things that are burning, on fire, or causing fire. (+1 forward when acting on the creature’s motivation) Lastly, you know this creature. You’ve actually spoken with them in the past. You were both much smaller then. You don’t recall parting on good terms. What was their deal anyway? In any case, you (as a woodcutter) are uniquely skilled in singling out the vitals of flora both animate and otherwise.

Jelona helps Belnip with their bags of food, running for cover behind the collapsing cathedral. Karudurk shouts after them, trying to get them to stay with Hivroth as the orc watchman and his squad head for Imaezel’s group. He draws his horn, but looks to the leaders for permission to sound it.

There are four tree-men, Imazael would know them as fell sprigans, surrounded by fire and about to be pounded into the dirt. A fifth is engaged Myxis in Close combat, in range of Kyrillosr and the adze for some pot-shots. The Eternal and the creature's head are within Reach of eachother. Everything is Nearby but the cult of the Nameless, who are Far off in the distance.

Map and Character sheets updated.


Weaver | Lvl 0 | XP 4 | HP: 6/7 | Armour 0 | Damage 1d6 | STR -1 | DEX +1 | CON 0 | INT -1 | WIS +1 | CHA 0

Did the fire hit the tree person as well as me? It wasn't clear from the move description if it hit just me or both me and the target. If it did hit the tree, I would assume fire would have some effect on it.

Making sure that his clothing are extinguished, Kyrillosr peers at the moving branch he had seen earlier, terrified at the destruction it was causing.

Detect Realities: 2d6 + 1 ⇒ (3, 4) + 1 = 8
To know the vulnerability and attraction to fire.


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Female Dhampir woodcutter | Lvl -2 | XP: 4 | HP: ? | A 0 | 1d? | STR 0 | DEX +0| CON -1 | INT 0 | WIS 0 | CHA +1

Reload! Imazael calls out Zell, if you have anything wooden, or with fire, those would be better. And we wanna stay the hell away from it, it would likely cripple us, or worse, with a single blow. she says, before she takes aim at where she knows a vein to be. Oh Amelina, I wish we could have reconciled, but I told you then... If you cannot get this bloodlust under control, it will be the death of you

volley+DR+Woodcutter: 2d6 + 1 + 1 + 1 ⇒ (6, 2) + 1 + 1 + 1 = 11
damage: 1d6 + 3 ⇒ (3) + 3 = 6

The volley flies, the distance robbing the projectiles of some impact, but Amelina will feel it nonetheless. It pains her to hurt such a rare specimine, Bloodmoon moths were nearly extinct now. The vampiric blood, combined with the moths natural metamorphic nature, allowed one to use their blood, in the proper ritual (Hard to come by these days) to gain the vampire's immortality. freedom from the tyranny or food, drink, sleep, even breath, without that pesky dependence on blood. it really was a shame to kill her... but she wouldn't let her blood go to waste.

spout lore about Bloodmoon moths: 2d6 + 1 ⇒ (5, 1) + 1 = 7


Human (augmented, class 4 cybernetics) A: 1 Harm:(L○M○○C○○) M±0○○○○○ ~ P±0○○○○○ ~ Sa+1○○○○○ ~ J+1○○○○○ ~ Sc+2○○○○○ ~ Po-1○○○○○

Myxis might need a DEX & STR score for this, unless we're just using Imazael's score because they're part of her gang:
DEX: 3d6 ⇒ (4, 4, 1) = 9
STR: 3d6 ⇒ (3, 5, 6) = 14

Myxis moves fast as the Spriggan bears down on her, rolling out of the way and scambling back, bringing her weapon to bear against the freak

DD+Dex: 2d6 ⇒ (6, 6) = 12
H&S: 2d6 ⇒ (3, 5) = 8 Whose stats we're using is irrelevant to this particular roll set, but we should establish what we do

damage: 1d6 ⇒ 4

she drags her sickle across the beast, tearing vegetable matter and shredding shadows, accidentally leaving her open for a counterattack. then she rolls forward, taking advantage of her small size the knock it to the ground, and leave it wide open to Kyrill

Aid Kyrill if he targets this: 2d6 ⇒ (5, 1) = 6


Kyrillosr: If the tag still takes effect on the target when backfiring, then you'll be roped into the damage as well. Not an issue in this case, since it was only 1 damage, but for the future that choice will read "you instead suffer a backfire: your damage and tags apply to you as well as your target."

Poorly managed production of the Bloodmoon Elixer is one of the many ways one might find themselves with the vampiric curse, and as such texts detailing the ritual are anathema. Where did Imazael find such a text, and why would it take a band of devil-may-care adventurers to retrieve it now?

There are a few obstacles between Imazael and Myxis that might make commanding the gnome a challenge (as either a hireling or part of your entourage) She still has one court hold, but that doesn't significantly change what might happen above. What is most important here is that Myxis' damage is 1d4.

So far, hirelings have come without loyalty and with 1 level in their occupation. This is because they don't have an alternative, so they will take orders without question. For the future, think of it this way: You can command them to coordinate with you as part of your entourage, and they will add to Imazael's rolls. If you ask them to do their job as a hireling, they'll just do it (until they have an alternative, then they'll have loyalty to roll.) You can also command them to act outside of the entourage, and if Imazael is successful, they will act at a 7-9 unless you asked them to do their job. You can also use Pushing Pawns on them. Finally, if it seems like it's in their best interest, roll their stats. If you do none of these, they'll do what's in their nature at a 7-9.


Weaver | Lvl 0 | XP 4 | HP: 6/7 | Armour 0 | Damage 1d6 | STR -1 | DEX +1 | CON 0 | INT -1 | WIS +1 | CHA 0

So it should have set the tree person on fire, maybe becoming a target for the branch?


By my previous interpretation, no; however, if that's how you want the move to work, it can have caught on fire and taken double damage. It wouldn't have attract Amelina's attention yet, it doesn't compare to the Eternal's ring of fire. It will still be on fire by the next time she checks for a traget.


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Female Dhampir woodcutter | Lvl -2 | XP: 4 | HP: ? | A 0 | 1d? | STR 0 | DEX +0| CON -1 | INT 0 | WIS 0 | CHA +1

Imazael had wandered deep within the cursewood, far deeper than any sane person would have ventured. But on this day, Imazael had not been entirely sane. Three days prior, she had awoken, cursed with undeath and bloodthirst. her sledge loaded with a rich ebonwood, as can only be fond in the deep cursewood, and she happened upon a structure. a tarnished silver fence*. she followed it, until she came to agate, above which was inscribed "Sceleratus Sanctorum".

Within the fence was a small number of buildings. One was a small number of cells, , most looked like they had been used. another was an armoury, filled with weapons still gleaming, despite the obvious wear of the years upon the rest of the building. she dared not touch any of them.

And, dominating the area, was a beautiful shrine, constructed with incredible detail, sadly much of which was a victim of the years. however, at the centre of this was an altar, with a remarkably well-preserved book. In it was perhaps the most comprehensive collection of blood rituals, and lunar magic... all essential pieces to fully understanding of the lesser and greater bloodmoon rituals**.

She had met Amelina there, actually. hiding in the altar room. The bloodmoon caterpillar was a permanent resident of the place, trapped there by the silver fence. she had promised to return, to give the moth company again, but unfortunately, the entire area was later claimed by Briekas, the spider.

*While in other areas, Fences made of silver may seem like extravagant shows of wealth, In areas such as the cursewood, such fences are extremely practical, given silver's known curse-repelling properties

**The lesser bloodmoon ritual was the one that is better known, often simply referred to as the bloodmoon ritual. The greater ritual is the product of a race of beings which once inhabited this world. they ascended to a higher plane, leaving behind this world, but later found themselves unable to propagate their species normally, as the transformation had robbed them of their fertility. they created this ritual, and handed it to the younger races, in the hopes of continuing their species. the ritual allows the subject to join them, becoming one of those enigmatic and unnatural beings. Imazael cannot help bu draw parallels between this ritual, and whatever happened to lassiter


Krenin's party forges ahead, time distorting as they get further from the others. They take a moment to rest, eat, and feed their swine in the hearty stonegrass past the hills.

Anamika sets the pace, but works too cautiously, sending the team around the slightest threat that Mumei returns with, and as a result, night falls before you reach Dunkleheim.

Ferdinand rubs his tired eyes. "It doesn't look good, Master. The fallen walls are swarmed, and the gnomes have sealed their floating home for the night."

The castle looms over you, the massive blackened crater has destroyed the lofty Magistrate's office. You can see the creatures of the night begin gathering in multitudes. What threats lurk in the darkness, and what secret way has your family left for you to get into their tower? Of the three high families, what is yours known for, and what does your position as a hitchhiker entail?


Gullible Male Thug Dwarf Pilgrim | Lvl 0 | XP - 0/7 | HP: 11/12 | Armour - Faith | Damage - 1d4 | STR 1 | DEX 0 | CON 2 | INT 0-1 (Stunned) | WIS 0 | CHA 0

Muirkhom breathes a sigh of relief as he finally makes it out and guides the person he was supporting to somewhere they can rest. "There ya go. Ya should be...the 'ell did THAT come from?"

There's fire. There's tree people and a giant worm thing blasting someone.
It's a mess, and one that came at a bad time.
Muirkhom grits his teeth, and turns back to Umlur. "Can ya get these two away from 'ere? They ain't gonna be able ta deal wi' this." Looking back to the monstrosity he came out to, he looks through the gold again, hoping for something that might prove effective here.
That thing seemed a bit big to hit it with a stick.


"When you take a few moments to dig through your collection for something useful, describe what you're looking for and what you want it to do." Unless you want to be more specific, you've pulled a gilded ghostlight torch (Close, off). Twisting the handle of this device produces an adjustable flame of ambient spirit energy.


Gullible Male Thug Dwarf Pilgrim | Lvl 0 | XP - 0/7 | HP: 11/12 | Armour - Faith | Damage - 1d4 | STR 1 | DEX 0 | CON 2 | INT 0-1 (Stunned) | WIS 0 | CHA 0

Adjustable flame? Can I get more details on what happens when you adjust the torch? Does it just get brighter, does the flame extend out of the torch...
...I can't help but think of one of these now that I've written that.


From a gentle glow, hugging close to the end of the rod, to a huge fountain of cold fire. Here, so close to the dead and dying, the font is practically limitless. As for shape, think Sasuke's fireball jutsu: a thin stream that spreads into a sphere.

Just light. If it burns it only burns like ghosts or something.

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