Serpent Skull: Dungeon World Edition (Inactive)

Game Master Whack-a-Rogue

Silvio's Map


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HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

damage: 1d8 ⇒ 7


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

Fleet's eyes only have time to widen slightly before the tiger is on him. The fear he feels when the one-eyed tiger snarls right in his face nearly causes him to faint. His vision grays out for a second, and when he comes back to himself, all he can hear at first is the crashing of the waves on the surf. Some of the water wets his hair from his prone position in the sand. Get up get up getupgetupgetupgetupgetup he screams at himself in his own head, forcing his fear-paralyzed body to move.

He sits upright, looking across the beach to his zombie, whose sluggish reflexes haven't even registered the tiger threat yet. As it advances on Silvio, John's heart feels like it's about to beat out of its chest.

"Kill it, Harriman!" he manages to choke out, and his zombie dwarf groans and lurches to obey. It jumps onto the back of the tiger, snarling and slashing at it with its one claw!

Attack Command!: 2d6 + 2 ⇒ (6, 6) + 2 = 14
Damage: 1d6 ⇒ 4 Any extra bonus for the double sixes?


Human Rogue 4 Fighter 1 | AC 16 (17 when dual wielding) | hp 39/39 | hit dice 4/4d8, 1/1d10 | Second Wind []

"Lady Amy, stay away from the cat. Silvio shall handle this", Silvio says and brandishes his weapon. "So kitty, you feel that you can dance with the Silvio?" the chelaxian taunts. His rapier is poised to strike waiting for the beast to act. He is caught slightly off guard when Harriman throws himself over the cat. Seizing on the moment he takes a few quick steps forward and strikes at the tiger.

Hack and slash: 2d6 + 1 ⇒ (3, 2) + 1 = 6
Awh, come on! Silvio is supposed to be a hero!
Stupid dice roller :p


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

"Harriman, help Silvio!" John commands, ordering his zombie to Aid the dashing hero's attack. The zombie dwarf struggles to obey, trying to distract the one-eyed tiger by clawing at its remaining eye.

Aid roll, no Bonds yet: 2d6 ⇒ (6, 2) = 8

Now a complication happens to both Silvio and Harriman instead of Silvio failing! Maybe I have to sacrifice 1 Control?


I definitely use Crits and Fumbles in DW. :-)

Harriman's attack blindsides the tiger, and though some of the damage is absorbed by the cat's thick fur, the undead dwarf momentarily knocks it off its feet entirely. Nonetheless, it's reflexes are extremely quick, and it almost evades Silvio's blade. However, Harriman uses his great strength to hold the beast still, and Silvio buries his sword in its side (Silvio, roll your damage)! With a roar of pain and fury, the tiger spins around to face the dashing hero, yanking his sword out of his hand. A massive paw comes up and forcibly throws Harriman off his back. John can see that his zombie's single arm is about to fall off from the exertion (spend 1 Control or lose the arm).


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

I'll lose the Control - Harriman just has the one arm left! Can't afford to lose the other one.

John can sense the zombie reverting to its darker instincts during the fight with the tiger. Struggling to his feet, he makes his voice as authoritative as possible: "Harriman, finish that cat off!" The zombie opens its mouth wide and lunges at the tiger teeth-first, hoping for a tasty snack of tigerflesh!!

Attack command!: 2d6 + 2 ⇒ (6, 4) + 2 = 12 Hell yeah! Dice are hot today!

Damage: 1d6 ⇒ 1 Jinxed it...


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

so when does the Open up the attacker to an ally giving that ally +1 forward against the attacker come in to play? or did i miss it?


Silvio had it but didn't use it. My event description may have been unclear.


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

Oh yeah, I actually probably didn't need to Aid Silvio, did I? Since Amy's Defend move gave the next attacker who needed it a +1. I gotta remember that for next time!


I'll let the +1 apply to the next attack as well. You did Crit, after all. :-)


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

As John sends Harriman to attack the tiger, Amy takes part of the broken staff that is now has a sharp edge and attacks and aid Harriman. Coming from the blind side of the tiger, Amy stabs the tiger.

Aid: 2d6 + 0 ⇒ (2, 5) + 0 = 7


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

hack: 2d6 - 1 + 1 ⇒ (3, 6) - 1 + 1 = 9

damage: 1d6 ⇒ 6


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

Fleet sees that the cagey tiger is just about evenly matched with the fierce cleric Amy, but if she tries to attack the tiger when he's that defensive, she's sure to take a blow in return. Ordering Harriman in once again, Fleet tries to make sure that if anyone gets retributively smacked by the tiger, it should be the zombie.

Aid roll on Amy's hack and slash: 2d6 ⇒ (4, 1) = 5

Unfortunately, his bumbling undead dwarf only serves to hinder, not to help. Sorry Amy! We need more Bonds with each other so my Aid rolls don't suck!

Knowing he has at least 1 more control left over Harriman, Fleet orders him to finish the tiger off!

Attack command!: 2d6 + 2 ⇒ (5, 1) + 2 = 8
Damage if successful: 1d6 ⇒ 4


Human Rogue 4 Fighter 1 | AC 16 (17 when dual wielding) | hp 39/39 | hit dice 4/4d8, 1/1d10 | Second Wind []
Your Benevolent Dictator wrote:
(Silvio, roll your damage)!

With pleasure! 1d8 ⇒ 4

Your Benevolent Dictator wrote:
Silvio had it but didn't use it. My event description may have been unclear.

I totally forgot about it. I read the first post at work and when I was posting later in the evening the game thread had gotten another page, so I missed it.

"No, lady Amy, look out!" Silvio says and positions himself to fend away any claws aiming for the cleric.

Defend move: 2d6 ⇒ (1, 4) = 5
Seriously?


Sorry for the delay. Visiting the in-laws for Thanksgiving, so I'll be posting from my tablet for the next few days.

Silvio's rapier pierces the tiger's thick hide but fails to down it. That's when Amy comes rushing in from the beast's blind side and stabs it in the neck! It slashes her one more (take 1d8 damage) and falls to the ground unmoving.

I'm ignoring the posts after Amy's attack as it killed the tiger. :-)


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

"Kill, Harriman! Ki-wait, it's dead? Excellent, excellent! Oh, my heart is beating so fast! It nearly chewed my face off! I have to sit down!" so saying, the necromancer plops on his butt in the sand, staring at the feline corpse. He kicks it. "Buggering thing...Amy, are you alright there? It got you good before it fell..."


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

damage: 1d8 ⇒ 3

" A little sore but I am glad we have some meat and that everyone is alive." says Amy as she pulls bandage out of her bag and applies it to her self. @ybd - could you remind me of how much that heals Amy? Still feeling a little out of it, Amy cast a healing spell on herself. Can i cast light healing since I have the bandages on? Amy then looks at the team and says, " I am assuming that we are staying here tonight?" , as she walks around the area of the lean-to and casting a spell. One the spell was cast, Amy pulls a knife out from her bag and start to prep the iguana and the Tiger to broken down to food to eat later. how much meat does the tiger break down to?

healing: 2d6 + 2 ⇒ (2, 2) + 2 = 6

Sanctuary: 2d6 + 2 ⇒ (6, 4) + 2 = 12


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

New bond - Amy puts on a brave face for the good of the group. Is it all an act or is she the genuine article?
"Steady on there, Amy," the necromancer says, slowing down the cleric's movements as she casts.

Aid Amy's spellcasting: 2d6 + 1 ⇒ (6, 3) + 1 = 10 Bumping your heal roll to a 7, Amy!

Seeing that she mostly has it under control and her wounds are mending, he gestures to the fallen tiger, stabbed by Silvio's weapon.

"If we don't er...desperately need the rations, I might make use of our feline opponent's remains. My control over Harriman is slipping, and one can only use a corpse for so long before it disintegrates. Having a tiger zombie on our side could be quite helpful for whatever lies ahead, on that island."


Bandages heal 4hp. Unfortunately, the tiger's too big to animate ... for now.


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

attract unwanted attention or put your self on the spot

healing: 1d8 + 1d4 ⇒ (1) + (1) = 2

If you are able to convert the tiger, then go for it. If not, I don't want to let it go to waste. says Amy.

@ybd: how long to break down the tiger and amount of food?


The tiger is the size of a bear and weighs around 600 pounds. If you know what you're doing, about 40% of that can be recovered as food. With your small knife, it'll take around 15min for the field dressing alone. Butchering and portioning out the edible parts will take quite a bit longer. If you want the meat to last more than a couple days, you'll also need some way to preserve it.

EDIT: Game terms, you can theoretically get 24 rations (5 uses each) from the tiger. However, if you don't preserve it, they'll become inedible in 2 days.


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

Amy spend the time to field dress the tiger and break the meat into rations and removed all the fat. Once the meat was ready, Amy creates a fire by taking wood from near by and using the saw tech. Using the friction of running a wood in a slit of another wood filled with tender, Amy gets a spark and gets the fire starts. Amy watches and the fire burns for a wile as she feeds it and waits for a bed of coals. One the coals were all red and a nice level, Amy then creates a tripod over the fire out of green wood and green vines. Then the meat went over the tripod over two sides and the third side was used to feed fuel wood and green wood. This let the fire burn hot but also create the smoke.

Amy lets the group know some info, Smoked meat will store for up to one year and is an excellent way to preserve meat for the long haul. We will need to cook it over the night until the meat is done. If the meat bends it is not done if it cracks it is dry enough. There is a pile of wood near the fire to keep it burning for the rest of the night. It should also keep the animals away since most animals don't like fire. Once one set of meat is done just put in a bag and put on the next set of meat. "


Actually, after checking numerous hunting websites, I found that smoking meat without preservatives or refrigeration will extend its life for a week or so at most. If you make jerky instead with the same method, it'll last for 2-3 months at room temperature before starting to spoil, but you'll need salt to do this.

As Amy starts the meat smoking, she gets the feeling that somebody is watching her. Looking around, she sees nobody other than her companions. The stretch of beach is very quiet, and everyone can see that even the ocean waves are still here. Across the way, the clouded island remains silent and still.


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

Fleet assists Amy with smoking the meats. "Where did you learn to do this, Amy?" he asks. "You're the first person 'of the cloth' to possess such useful skills. Most are like me - city slickers that would be largely helpless out here!"


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

" It is a sad story Fleet." says Amy with a long distance in her eyes. "During my travels I worked and learned from a man that I came to love but being a person of the cloth my life is devoted to my God and can't have a relationship with him. So I spent time with him and learned if nothing else then to be in his presence. I feel that we are being watched but don't see anyone. Any idea? We will need a watch if nothing else."


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

with the sanctuary spell up, if anything crosses the boundary that means evil/harm then I know


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

Fleet sees nothing at a casual glance, but his time spent on the island has taught him never to discount the potential dangers of unknown sounds. "Harriman? Go investigate that noise," he commands, sending his one-armed dwarf zombie into the jungle.

I don't know if some kind of roll would be appropriate, but something might stumble on the zombie out there that we'd then be able to hear about.


Harriman looks at you in confusion. It's possible your instructions were unclear, as you definitely didn't hear any noises before ordering the zombie to investigate.

Amy didn't hear anything, either. It was more like that feeling you get on the back of your neck when someone's watching you.


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

Fleet facepalms. "Of course, of course, old teacher, you always taught me - specificity."

He points deeper into the island. "March about 30-40 feet into the jungle that way, and try to find something to eat. Should be something alive out there. If you can't find anything or when you finish killing whatever you find, return to me."


Harriman promptly marches off into the jungle. He's gone for quite a while before returning with blood on his hands and face. Clearly, he found something to eat.

What's everyone doing in the meantime? It'll be dark soon.


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

Fleet's paranoia isn't slaked by Harriman's seemingly innocuous kill. "Whatever it was out there was able to elude my zombie, meaning it's probably intelligent. We just have to keep up our vigilance as we prepare to journey to yonder misty isle." he affects a Scottish accent as he finishes his sentence, in an attempt to lighten the mood. Harriman merely continues to stare at him.


Human Rogue 4 Fighter 1 | AC 16 (17 when dual wielding) | hp 39/39 | hit dice 4/4d8, 1/1d10 | Second Wind []

"Well, who knows what kind of creature hides in the jungle. It is probably just some petty beast looking to feast on this cadavre. Never the less, Silvio will keep watch. His eyes are as keen as he is handsome (not really)."

Silvio will prepare a comfortable seat that will take him through his watch.


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

Silvio, if you want to watch tonight that sounds good to me. says a tired Amy. Don't forget to roll for watch


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

"It gets cold here at night. Glad this fire's here."

The necromancer wraps his robe around himself as he watches the setting sun touch the waves of the ocean far to the west, and listens to the crackling of the fire, the smell of the smoking of the tiger meat.

He laughs drily. "Y'know, when it was just me and my zombie here on this island, before I found you guys, I sometimes thought that this island might be a good vacation spot under better circumstances. It's quite a view."


To save time and keep things moving, I'll keep things moving along. Besides, there were no nighttime ambushes planned. This time... ;-)

It's a quiet night for everyone, although Amy is plagued with nightmares. You're sitting down in the galley aboard the 'Jenevive' getting ready for your meal. Fishguts the cook has just given you a steaming bowl of soup, but you drop your spoon. You see that the deck below is covered with seawater up to your ankles, and your dropped spoon has sunk into the water and washed out to sea through a hole. You're forced to lift your delicious bowl of soup to your lips and drink. But when you do, something big goes into your mouth, and you feel a sharp bite on your tongue. You drop the bowl, only to reveal a serpent had hidden in your soup that now dangles from your tongue as it chews furiously! Amy starts awake, biting her own tongue in an attempt to bite through the snake's body.

In the morning, you're met with an unearthly silence. No birds chirp here, there is no rustling in the nearby treeline, and there aren't even any buzzing insects. All is still and quiet. Each of you can feel that something is watching your every move.


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

Amy wakes up in a cold sweat from the nightmare that haunted her dreams. Sarenrae, what was that.

Now that she is awake, Amy notices that the sun is coming up. One she is sure that the group was safe, she pulls out her red and banner and covers her eyes. Once it is secure in place, Amy looks for the sun. " Sarenae! One of your faithful stands before you. I give you thanks for the light and warmth that shines on this morning." Amy continues her morning worship for the next hour.

Commune with my god and update my spells and healed due to making camp. Took the meals for all three of us from the new meat.

Amy looks at the broken staff off in distance and notices that she needs another one. Reaching into her bag, she pulls out her spare Darkwood staff and puts back on the Sarenrae’s symbol of the divine. She also packs some of the meat and then suggest, " Can you guys carry any of the meat? That way we will not need to hunt. Harriman carry items?

If the rest of the team can't take the meat then Amy suggest, If we can't take it then we need to hide the rest. The best would be to dig a hole 6 feet deep and wrap the tiger fur around the meat and bury it. 6 feet should make sure that no animal can smell the food. the reason bodies are buried 6 feet. "


Human Rogue 4 Fighter 1 | AC 16 (17 when dual wielding) | hp 39/39 | hit dice 4/4d8, 1/1d10 | Second Wind []
John Fleet wrote:
"Y'know, when it was just me and my zombie here on this island, before I found you guys, I sometimes thought that this island might be a good vacation spot under better circumstances. It's quite a view."

"While Silvio does find your ways and practices unfamiliar and strange, he does appreciate your company. Silvio believes that the group is stronger haveing with you as an addition."

Amy Eir wrote:
Amy looks at the broken staff off in distance and notices that she needs another one. Reaching into her bag, she pulls out her spare Darkwood staff and puts back on the Sarenrae’s symbol of the divine.

Silvio looks at Amy while she produces her backup staff. "Silvio does not mean to intrude, but if you are determined to face threats similar to the giant cat you should consider another weapon. Silvio finds that the rapier is perfect for handling altercations. It is fast, elegant and deadly when it needs to be. A gentleman's weapon. A weapon for Silvio! Silvio would be more than happy to teach you, should you want to learn."

Amy Eir wrote:
She also packs some of the meat and then suggest, " Can you guys carry any of the meat? That way we will not need to hunt. Harriman carry items?

"Silvio is strong, so he will carry a fair share of the meat. But likewise should another tiger or something similar attack Silvio will need to be quick and agile. Silvio will carry what he can."

I can carry 4 load more.

When its time to go Silvio is ready to lead the expedition to the mysterious island.

Are we able to wade to the island or would we have to swim? If so, would it be possible to scour the beach for some flotsam we can use to construct a makeshift raft to take us across? We still have some rope, right?


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

I have adventuring gear charges that I can spend to have rope.

Fleet picks up 1 Weight of tiger meat, wraps it in a leaf, and sticks it in his pack, before setting about digging the hole and getting his zombie to assist him.

That done, he moves to the shore and dips his bare toes in the water, testing the temperature.


The water is strangely tepid, and there are no waves. It's almost as if this stretch of beach is dead. From what you can see, the water tops out at chest-deep.


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

"Some of Harriman's internal organs might get washed out of him by the current, but otherwise I think we should be able to cross the water safely," Fleet comments as he gazes out across the water, thoughtfully.

"Can we get going, please? Something about this beach feels...ominous. I don't like it. Feels like someone's walking over my grave, to use a necromancer's expression."


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

"I agree, lets leave." says Amy as she gets ready to cross the water.

Silvio wrote:
Silvio looks at Amy while she produces her backup staff. "Silvio does not mean to intrude, but if you are determined to face threats similar to the giant cat you should consider another weapon. Silvio finds that the rapier is perfect for handling altercations. It is fast, elegant and deadly when it needs to be. A gentleman's weapon. A weapon for Silvio! Silvio would be more than happy to teach you, should you want to learn."

[b]" I understand. Thank you for protecting us with your rapier. My main goal and training is to heal and support you in a battle. I hope not to get tangled with to many tigers. "[/b' replies Amy.


If you make a raft and cross the water, someone needs to mark off 1 use of Adventuring Gear. If you wade/swim across, everyone will be sopping wet for a while. The choice is yours. ;-)

The island is just as silent and still as the stretch of beach where you camped last night. The air is foggy, and you can only see about 30ft in front of you. There is no living vegetation anywhere in sight, and everything you can see seems strangely bleached of color. Even the dirt on the ground is a dull gray. All of you continue to feel something is watching you, and it's only grown stronger as you neared this strange dead island.


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

I go with raft... vote?


Human Rogue 4 Fighter 1 | AC 16 (17 when dual wielding) | hp 39/39 | hit dice 4/4d8, 1/1d10 | Second Wind []
Amy Eir wrote:
" I understand. Thank you for protecting us with your rapier. My main goal and training is to heal and support you in a battle. I hope not to get tangled with to many tigers. " replies Amy.

"And Silvio shall continue to do so!", he proclaims proudly. "Still, should you feel the need to learn, Silvio's door is always open. So to speak. You know the saying. Give a man, or woman in this case, a sword and he/she might fight off a peasant. Teach a man/woman Chelaxian swordplay and he/she will fight of an army!"

Amy Eir wrote:
I go with raft... vote?

I'm for a raft as well. I'll cross one use off Silvio's adventure kit.

On the mysterious island Silvio bravely brandishes his rapier. "Silvio is not an expert in this, but does this island seem... dead to you?" he asks.


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

Fleet and Harriman assist Silvio in the construction of the crude raft, then the zombie pushes the raft across the narrow distance of water by swimming behind it and pushing with his one arm.

"Being an aspiring expert on dead things, this island does seem...deadish..." he finishes, lamely, clambering off the raft to the foggy island's beach.


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

I have a bad feeling about this island. Sarenrae please show us the way to go.

Guidance: 2d6 + 2 ⇒ (5, 3) + 2 = 10

Before we go, Silvio, I want to power up your weapon.

Laying her hands on the Silvio's weapon.

Magic Weapon : 2d6 + 2 ⇒ (3, 5) + 2 = 10

The weapon you hold while casting does +1d4 damage until you dismiss this spell. Until you dismiss this spell you take -1 to Cast a Spell.

Now you,Gleus. Laying her hands on Strogi's Axe Amy cast the spell.

Magic Weapon : 2d6 + 2 - 1 ⇒ (5, 4) + 2 - 1 = 10


Sarenrae's symbol appears, but its glow is fainter than usual, as if fatigued. Nonetheless, it indicates deeper into the heart of the island. As you travel, you see no signs of life, although the feeling of being watched continues to intensify. Then you see the tree.

Standing in sharp contrast to the rest of the island, a tall tree stands in the center of a small pool of water. It's blooming with a multitude of beautiful flowers, the water is cool and clear, and a ring of bright green grass surrounds the area.


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

"A pool this nice is a likely ambush spot for predators looking to take down something coming by to drink. Don't approach!" Fleet warns, holding an arm up to steady everyone from going closer.

Fleet sniffs the air, glancing about himself and scanning the treeline for any sign of eyes or watchful predators. Standing next to him, his zombie dwarf growls dully.

"Should I send Harriman in first to scout?" he offers to Gleus or Silvio, whomever is standing in front.


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

Sarenrae blessed be thee. I ask thee to tell me if that water here safe and in you domaine.

Divine Guidance: 2d6 + 2 - 2 ⇒ (1, 3) + 2 - 2 = 4

I am getting nothing. Do you think that water is safe?


There's no roll needed for Divine Guidance. However, anything concerning wilderness survival is the domain of Erastil or Gozreh, so rolling doesn't change anything. Sarenrae's portfolio is healing, redemption, and the sun. ;-)

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Amy and Silvio (the only surviving members of the original party) were on a boat cruise that shipwrecked. The NPCs are the other survivors. There's an overarching plot that involves some of them, but they haven't bit on any of the hooks, so I'm rolling with it. This IS Dungeon World, after all. ;-)


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

Posting again tonight when I get home from work. Was majorly sick yesterday, sorry.

The Exchange

M Human | Charges: 0/3 | Gadgets: 4/4 | Ammo: 2/3 | HP: 16/19 | Armor: Wait, what? | XP: 11/8| LvL: 1

Amy, I'm taking everything from your Island Goods list, except the Onate key and shackles, Small wooden model of the Jenevive inside a glass bottle, Five Dungeon Rations, and Four shovels.


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

Thank you :) I have update the list.

The Exchange

M Human | Charges: 0/3 | Gadgets: 4/4 | Ammo: 2/3 | HP: 16/19 | Armor: Wait, what? | XP: 11/8| LvL: 1

I don't understand the whole Bonds mechanic, and I may never get it. But I should really do it, because maybe I will. Mind you, of course the Artificer's bonds are crap, so I may need to wonder far afield with this.

1) Roman helped me with one of my projects. I owe them.

2) Fleet called me mad. Mad! I'll show them!

3) I trust Silvio implicitly; they are good and faithful.

4) Amy is in constant danger, I will keep them safe


Posted to all my games
----------------------
My work schedule changed, and my gaming availability has decreased significantly. To reduce my stress level and prevent burnout, I'll be reducing my posting activity until things get a bit less hectic. Don't worry - I'm not going anywhere. I'll just be updating things every couple days instead of my current rate. I'll still be able to check in and make short posts regularly, but my long plot-advancing updates will be a bit less frequent.


Shoot, just noticed that Silvio has 10/20 hit points. Did we regain any hit points between the pirate zombie fight and now?


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

We all regain any hit points after the zombie, so you should be 20/20.


Sorry about the delay, everyone. As a couple of you know, I'm having some RL issues right now. I'll update after work.


No worries. Take your time. RL > Gameing. Always.


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

Same here


As a few of you know, I'm really struggling with GM burnout right now. It's bad enough that when I asked myself why I run games, "It's fun" was my THIRD response. That's a problem. :-(

I'm aware of two contributing factors. First off, my work schedule recently changed, so I'm waking up crazy early and have a really long commute every day. I'm coming home exhausted every day. Also, the schedule change involved a location change, so I'm no longer able to make posts during the workday - which directly relates to the second reason....

Dungeon World works best with rapid-fire exchanges between the GM and players. IRL, I'm going back-and-forth with people constantly. Because I'm unable to do this throughout the day, I come home to find substantive posts from the entire party almost every day. Since DW also relies heavily on improvisation and shared-narrative power, this means I'm having to account for everyone's stuff at once. As the current scene reveals, this is a recipe for chaos and confusion. As it turns out, this campaign is the most time-consuming for me to run.

Anyway, enough moaning. How am I fixing this? First off, I've dropped a couple of my campaigns. Fewer games equals less stress for me. Depending on how that works out, I may be pausing this game for a bit until I get used to my new schedule. Less fatigue equals more brainpower for GMing. I'll keep you posted in that regard.
-------------------------------------------------
In other news, my wife and I are leaving tomorrow morning for a cruise. We won't be back until early next week, so don't expect anything from me until Monday or Tuesday at the earliest. Hopefully a nice relaxing break will help cure my burnout. :-)

The Exchange

M Human | Charges: 0/3 | Gadgets: 4/4 | Ammo: 2/3 | HP: 16/19 | Armor: Wait, what? | XP: 11/8| LvL: 1

Congrats on the cruise, YBD. If that doesn't put in your head into a more gooder spot, nothing else will. ;)

Good stuff, Fleet. Glad we left this to the professionals. =)

I think one of the problems I've been having playing DW is that you're only rewarded for failing. My playstyle has been carefully honed to make sure that I only do things that will be tactically effective, or will somehow advance the situation, so I think I keep missing chances to get XP. I'm not sure if this means that I'm not very good at this game, but it certainly will mean that I'll be a weak link later on at higher levels (for whatever that phrase means in DW. =)
Just musing here. Not really asking a question, just having XP envy right now. =)


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

Enjoy your cruise! Thanks for sticking with the campaign, I'm really enjoying it and I think I speak for everyone in the party when I say that.


The cruise provided some much-needed rest and relaxation. Burnout's been delayed for the moment. :-)

@Hank: One of the perks of DW is that levels aren't particularly important. Your power level at Character Creation is pretty much where you'll stay for the entirety of the game. Your HP will only increase by a point or two, for example, and stat mods cap out at +3. Gaining levels will give you additional Moves, but those are just different ways you can affect the narrative. A level discrepancy makes no difference in this system; in fact, new PCs always come in at Level One and can contribute just fine. It's just a different way of looking at things. :-)


Welcome back! Good to know you got some quality rest :)


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

Agreed :) Glad your cruise has been beneficial, I thought it might.


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

Taking a 3 day weekend from posting today guys, I'm released early from work and it's too bright outside to sit at my computer for now. Might update tonight, otherwise have a good weekend and will update Monday!

The Exchange

M Human | Charges: 0/3 | Gadgets: 4/4 | Ammo: 2/3 | HP: 16/19 | Armor: Wait, what? | XP: 11/8| LvL: 1

I really should bother to read those pesky "rules" one of these days.

For all the DW that I've played (admittedly, it's not been a lot) I've never increased a stat from going up a level.

I, uh, I guess I should start doing that now. I hear that helps. ^_^


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

I will be out of town for the week. Will have limited internet access by phone. Will still try to post every day.


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

Site was down during the only time of day that I had free to write updates yesterday, which is why I didn't post anything. Too busy at work today to post a full update now, but I will be taking care of that when I get home from work tonight. Update coming in the evening! Cheers folks


I've been having quite a high workload at work at the moment which is keeping me from posting as often as I like. Just a heads up. I haven't gone away, I'm just pressed for time right now.


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

Happens to all of us!


Stats:
HP 14/18, Leather Armor 1 | STR (+0) DEX (+2) CON (+0) INT (+1) WIS (-1) CHA (+2)
Male Human Bard 2 | 7/9 XP | Effects: None

Hmm... Any chance I can ride the zombie like a surfboard? :-)


Update Re: Silvio!

I'm currently on vacation up until the 12th of may. Normally that would mean a decrease in posting frequency, but since my job isn't getting in the way it will instead mean a slight increase! So I hope to be posting regularly the comming week and hopefully my workload will allow me to continue to do so even when I get back.

The Exchange

M Human | Charges: 0/3 | Gadgets: 4/4 | Ammo: 2/3 | HP: 16/19 | Armor: Wait, what? | XP: 11/8| LvL: 1

Sorry my posts are t3h l4me. My coherency with this character is starting to fray. I need to find an angle to re-calibrate it.


@Silvio: not a problem ☺

@Hank: You're an inventor with low Wis. Be the guy who's always full of crazy ideas. Sometimes you'll have a gadget that lets you pull off something genius. Often, though, your actions will have unintended consequences due to malfunctions or whatnot. Either way, it'll be awesome. ☺ Food for thought.

The Exchange

M Human | Charges: 0/3 | Gadgets: 4/4 | Ammo: 2/3 | HP: 16/19 | Armor: Wait, what? | XP: 11/8| LvL: 1

Huh. I guess I never read the Bag of Explosives carefully enough. I thought they were an item I could use three times. But no, I'm actually an archer, with three ammo of a Near ranged weapon to use in Volley. Ok. That makes sense now. Wait, that means that roll would've been +1 for DEX, not +2 for INT since it isn't technically a use of a Gadget. Alright.


@Hank: Based on your roll, you get to choose what happens. :-)

Option 1) use the normal Volley result and deal 5 damage. That will either obliterate a ghoul or seriously injure several.
Option 2) subtract 1 Ammo to affect ALL the ghouls (but deal less damage).

Normally I don't do this, but your excellent roll + the cramped confines of the tunnel makes it a possibility.

The Exchange

M Human | Charges: 0/3 | Gadgets: 4/4 | Ammo: 2/3 | HP: 16/19 | Armor: Wait, what? | XP: 11/8| LvL: 1

Ammo -1. =)

(And if it's less damage, it might not even affect Fleet's pet, zombies being zombies. =)


There won't be much activity from me until next week. I have a 15+ hour workday tomorrow, and then will be at MegaCon. On that note, if you happen to be attending, let me know so I can say hi. :-)

The Exchange

M Human | Charges: 0/3 | Gadgets: 4/4 | Ammo: 2/3 | HP: 16/19 | Armor: Wait, what? | XP: 11/8| LvL: 1

This will be very interesting. I've never seen NecroCurse used, and when I saw it I dismissed it...well, a little bit useless.

But there are many things that are different about DW that I'm still trying to get the vibe on. =)


I'd hoped it would be used at some point. NecroCurse is basically "create your own spell." Then I get to screw with it a little. The limit is Fleet's imagination. :-)


In-character I'm actually afraid to tap into the magic that is used in cursing. Raising the dead always seemed so much more comfortable and familiar to me, and the curse aspect of my school of magic's background was/is intimidating.

Still, I'll break out the curses when need arises.


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Stats:
HP 14/18, Leather Armor 1 | STR (+0) DEX (+2) CON (+0) INT (+1) WIS (-1) CHA (+2)
Male Human Bard 2 | 7/9 XP | Effects: None

I really am enjoying this system. I need to see if I can convince my home group to let me run a one shot with this.


I will be out of commission for the weekend. Will be back to posting on sunday/monday.


Stats:
HP 14/18, Leather Armor 1 | STR (+0) DEX (+2) CON (+0) INT (+1) WIS (-1) CHA (+2)
Male Human Bard 2 | 7/9 XP | Effects: None

I'm a little unclear. Is the enchantment gone? The spell should have cleared his head. The glowing is a nice touch though.


Yes. Your memory of recent events will likely be a bit muddled, but the enchantment's gone.


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

I was on a 3 day weekend vacation yesterday. I'm trying to get caught up, but I've been struggling at work lately and it's killing my creative energy a little bit. Will post asap.


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

Hey all. Since you're all so patient with me (and I do very much appreciate that), I've made a decision.

Rather than half-ass this break and come back today, before I feel fully ready to, I'm taking the rest of the week off.

Updates will resume in full next Monday. I promise, I'll be fully 100% again by then, and my posts will continue as normal. Just need a bit of a break week to let my brain relax and re-gather some creative inspiration.

I'll be spending the free time this week reading, mostly, and collecting ideas that I can use in characterization, plot, and setting.

Thanks for your patience everyone.

The Exchange

M Human | Charges: 0/3 | Gadgets: 4/4 | Ammo: 2/3 | HP: 16/19 | Armor: Wait, what? | XP: 11/8| LvL: 1

Posting to all my games: I'll be leaving for a family vacation this Wednesday, and my posting will be spotty until I get back Monday. Feel free to bot me as needed. =)


I'm sorry to have to do this to you, but I'm going to have to end this game. With the start of the new school year, my schedule just got a lot more crowded, and I can't guarantee time to post during the day. Plus, as I've been learning, running an improv game via PbP is really difficult for me. As much as I've enjoyed this campaign, it's taking more energy than I have to give right now, so I'm going to call it here.

I wish everyone the best of luck and hope that you've had fun. I know I have.

The Exchange

M Human | Charges: 0/3 | Gadgets: 4/4 | Ammo: 2/3 | HP: 16/19 | Armor: Wait, what? | XP: 11/8| LvL: 1

Awwww! Sorry to see you go, YBD! Perhaps after this school year we can start up again??? =)

Well, it looks like there's just one thing left to do....

Dark Archive

Notice: d6, Parry: 7, Faith!: d10 | [RATN: 6]| Toughness: 6(1) PP: 10/15 | Bennies: 2/3 |wounds 0/3

A large blue antiquated telephone box appears suddenly in front of Hank.

A swank hobgoblin steps out and offers his hand. "Mr. Rearden? We've been searching for you for some time. If you'll just enter here, I think you won't be disappointed."

The Gadgeteer cautiously enters the large blue box. From inside his voice can be heard, "Oh my. It's bigger on the inside...."

The box flashes a few times then disappears.

When a DM named Froggy ended his last game, Lord Borak was made The Doctor's companion. And now he has a companion. ^_^


Stats:
HP 14/18, Leather Armor 1 | STR (+0) DEX (+2) CON (+0) INT (+1) WIS (-1) CHA (+2)
Male Human Bard 2 | 7/9 XP | Effects: None

That's a shame, YBD. But we understand. And good luck with school.

This has been a fun group. Would anyone be opposed to playing a new Dungeon World game with someone else as GM?

Dark Archive

We...we could all start one.

Yep, this is crazy talk.

This completely unworkable idea has all of us, Wicked Raygun, Patrick Storm, and Rhovanor all start their own DW game. We all play in each others' games.

I don't think we've all DM'd much, so we'd all be learning together.

Yeah, this is nuts. I'm gonna drink heavily until I have better ideas. =)


I don't have any experience with it, but the "Mythic GM Emulator" supposedly lets you run a GM-less game regardless of the system.


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

Sorry to hear that YBD. We understand, best of luck. I had fun. Can you mark the campaign inactive?

Glad Hank Rearden was able to join Lord Borak and the Doctor :)


Ah, sad to see this end but I understand. Real life comes first. I wish you the best of luck with your school year!

I've had thoughts of trying to start a game when time allowed, and DW is high on the list along with the Shadowrun hack for DW, Sixth World.

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