Serpent Skull: Dungeon World Edition (Inactive)

Game Master Whack-a-Rogue

Silvio's Map


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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 really don't like this," Fleet comments to the others as he watches the pool. He lowers his voice to a whisper. "I've been feeling like we've been getting stalked since yesterday and now we come upon this nice little pool...this smells like a trap."


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

"Well, whomever set the trap has probably already noticed us. Silvio would think that sending in your dwarven friend might not do much. The question is how do we spring the trap in such a way it is benificial for us? Silvio suggests that he approches and then uses his superior reflexes to avoid any incoming threat."


Cautiously, Silvio approaches the strange tree. As he crosses the shallow pond, the tree's trunk opens up like a door, and a woman steps out. She's strikingly beautiful, although there's something about her that doesn't seem quite right. A faint smell of death, perhaps. Or maybe it's that a large lock of her leafy hair is in a state of severe decay.

Dryad

"Thank you for coming, brave souls. I need your help."


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 doesn't feel very brave at the moment, but he steps forward. At least the dryad was willing to talk before attacking; put her on better footing than most things on this island.

"We're happy to help, what do you need?" he asks.


Harriman attempts to follow but stops at the edge of the grassy circle. He appears unable to cross the boundary, although Fleet and Silvio have no problems doing so. "I've been watching your approach very closely. Slaying the tiger was no small feat, and the fact that all of you worked together so well means that you may have a chance. In case you haven't noticed, everything on this island is dead. It wasn't always like this; once, all was lush, green, and full of life. Then the necromancer came, with his foul weapon. The 'Blightbourne Sickle' was its name. Wherever it went, death followed. I slew the man in a great battle, but was gravely wounded in the process. Now, it's all I can do to keep the sickle's power contained, but I have grown weak in the struggle. Find it, I beg of you, and remove it from here. If I die, there's nothing to stop its corruption from spreading to the main island, and from there, the rest of the world."


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

"Oh fair maidin, we will find the sickle and stop it. I ask if you have a clue on here it is so that we might stop its power." says Amy as she just the group in the grassy circle.


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 gestures to his zombie to stop being rude by repeatedly attempting to cross the threshold, and listens patiently to the dryad's response to Amy's question.


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

Silvio takes a sideways glance at Fleet and gestures questioningly at the dryad (as in: "this necromancer?"), ignoring the fact that she said that she slayed him. When the matter is set straight (I assume it will be) Silvio relaxes into his normal care free demeanor. "Silvio and his friends will of course be happy to help you. Silvio guesses that the sickle still resides on this island, no? Do you have any further idea where to look, and when we find it what we should do with it?"


The dryad subtly shakes her head in response to Silvio's questioning gesture. "Thank you. I would be eternally grateful if you would do so. The sickle lies in a cave to the east. Unfortunately, I have no knowledge of how to destroy it. My magic deals with nature and the preservation of life; this weapon is anathema to me. I'm unable to do so much as touch it."


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

"That's where my expertise might, er...come in handy, my, uh, lady," John offers, awkwardly. "I know something of the kind of magic that is clearly...er...being misused here. When I get a look at it, maybe I can help." The necromancer nods resolutely in acceptance of this quest.


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

Amy nods in acceptance as well and faces to the east. I think the sooner we had east the better if there is nothing else you can tell us."


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

"Once the sickle is procured Silvio is sure that a solution to this whole ordeal will present itself. Soon this problem will be a thing of the past and this island can grow just as lush as this patch of splendid nature. Silvio guarantees it. "

With these no doubt soothing words Silvio will eagerly take point in the trek east, searching for the cave supposed to harbour the necromantic blade.


You venture eastward, led by stalwart Silvio. The island is small, so it doesn't take long before you see what appears to be the entrance to a cave. As you approach, though, a trio of strange figures shamble toward you. They're made entirely of plant matter, dark with decay, and wielding crude spears.

Plant Zombies


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

Any takes a step back and prepares for the upcoming battle.


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 strokes his beard thoughtfully. It was always worth a shot...

"You there! You...plants! Are you hostile in intent?" he calls out to them.

If they continue on without regard to what he said, he'll grimace. "Ah, the common, mindless variety," he'll comment. "Harriman, take care of them for me..."

At his soft-spoken words, the one-armed zombie dwarf will do a little shambling of his own, and lurch toward the foremost plant-thing. Looking to get his teeth into the plant's leafy flesh and tear it limb from limb. If possible, he'll try to stick one of the plant's arms into his missing arm socket.

Attack Command: 2d6 + 2 ⇒ (4, 3) + 2 = 9
Damage if successful: 1d6 ⇒ 5


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

Amy holds her staff with her holy symbol and call on Sarenrae, "Sarenrae I call on your name. I call on your powers. I call on your protection from the undead plants. Please leave Harriman alone"

undead: 2d6 + 2 - 2 ⇒ (2, 4) + 2 - 2 = 6

If it worked I was thinking it would flow like waves from the staff in a circle until the end of the boundary of the spell


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

Seeing Amy falter makes Fleet worried. "You can do this!" he whispers to her in encouragement.

If that qualifies as trying to help her with her spell, Aid: 2d6 + 1 ⇒ (4, 3) + 1 = 8


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

if that qualifies:

Hearing the whispers of Fleet, Amy feels the energy flowing out of her. The symbol of Sarenrae starts to glow with a inner light and an spiritual wave flows from the symbol in all directions. Amy keeps chanting "Sarenrae I call on your name. I call on your powers. I call on your protection from the undead plants. Please leave Harriman alone" over and over.

so long as you continue to pray and brandish your holy symbol, no undead may come within reach of you.


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

Fleet, since you have high int do you want to roll for spout lore on the Plant Zombies. Silvio[ remember that if you attack that your blade does an additional d4 damage.


Bolstered by Fleet's encouragement, Amy's staff begins to glow with Sarenrae's light. A moment later, a powerful sunburst radiates outward from her, forming a protective ward against the undead. As long as everyone remains within an arm's length of Amy, they will be safe from the plant zombies' attacks.

Unfortunately, Sarenrae does not discriminate between friendly and hostile undead, so Harriman is unable to experience this protection. Fleet's former mentor will have to face the enemies alone if everyone wants to stay safe. Already, the battle is joined, and although the undead dwarf has managed to quickly take down one of its foes, the other two have maneuvered into flanking positions with their long spears. Fleet can feel his control slipping.

Fleet loses 1 Control, and there's a good chance Harriman's going down for the count unless someone does something.


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

Amy wants to help Harriman but she knows that her strength is to provide protection and must depend on the aid of her fellow friends to take down the remaining foes.


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 for not posting yesterday! Totally forgot!

Fleet looks on as his former mentor is outmaneuvered. Despite their long association, the necromancer knows that whatever friendship or regard he had for Harriman was for an entity that is now gone. His mortal shell merely resembles his old friend, and he already feels a greater kinship with the living Amy and Gleus than with his former mentor.

Thank you for reminding me Amy! Not used to playing smart guys.

The necromancer studies the creature's movements, trying to infer the source of their power. Were they animated by biological plant life, or risen by some bark-covered necromancer somewhere?

Spout Lore: 2d6 + 2 ⇒ (1, 2) + 2 = 5

"Let Harriman fall. We'll be safe within your sphere, Amy," he comments, dispassionately.

"Harriman! Go down swinging! Kill!" he orders!

Attack command, left plant zombie: 2d6 + 2 ⇒ (1, 2) + 2 = 5
Damage: 1d6 ⇒ 2

B$*!*!!s...2 XP marked...this relatively trivial encounter might get a lot harder hahahah.


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

His rapier poised and ready to throw himself into battle Silvio hesitates at John's words. "Are you saying that Silvio should stay his blade? If that is the case Silvio is confused as to how we are going to defeat this threat? Granted Silvio could use harsh language as his wit and sharp tongue is fabeled to have felled many foes, but Silvio believes that words have less of an effect on the dead."


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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 no, by all means, stab the creatures! Just don't put yourself in danger to protect my zombie. He's expendable."


Fleet recognizes the undead as a rare type that's only animated by the foulest of necromancers: Plague Zombies. While they lack the toughness of your bog-standard reanimated corpse, they're carriers of an extremely virulent disease that's highly contagious. The smallest of scratches is enough to transmit it.
-----------------------------------
As you watch, the two remaining enemies impale Harriman with their spears. This doesn't seem to bother the dwarf, but then they start to scratch him. Nothing appears to happen at first, but when Fleet commands it to attack, Harriman's eyes glow green, and it ceases struggling. When the plant monsters retrieve their spears and turn to face you, Harriman stands with them.


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

Amy keeps chanting "Sarenrae I call on your name. I call on your powers. I call on your protection from the undead." over and over. Sarenrae's light keeps flowing from Amy and her staff offering protection from the undead.

Amy jabs her staff forward during one of the chants to see if the creatures are within her reach of the protection ward and thus cause them to fall over as the ward pushes them backwards. This would cause the ward to move forward 5 feet. 3 feet for the staff and 2 for Amy's hands being holden outward.


Just going to remind Amy that using the ward offensively will cause it to disappear. Are you sure you want to do that?


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

"Friend John, can you tell what is powering these creatures?", Silvio asks. The chelaxian noble man has assumed a defensive stance next to Amy and is assessing the battle field looking for something to use to his advantage.

Discern Realities: 2d6 - 1 ⇒ (3, 6) - 1 = 8
Haha! Silvio would like to know What here is useful or valuable to Silivio?


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

"Don't let them scratch you. See what they did to Harriman? He's worthless to me now; infected by their plague. We need to destroy him with the rest."

Lacking much in the way of offensive capabilities without a corpse to command, Fleet casts about himself for a baseball-sized rock to throw. If he manages to get a lucky hit in, he might be able to cave the skulls of the monsters. However, his shot goes wide...

Volley: 2d6 ⇒ (4, 1) = 5
Damage: 1d4 ⇒ 4

If they came within range, the necromancer has a shovel and a dagger to defend himself with...but he'd really rather they didn't come within range.


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

dot

The Exchange

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

Recent Backstory:

"And so, dear ladies, noble gentlemen, and honored guests, I am please that so many of you could come here today to witness my greatest achievement! Using my own, unique metal and the properties therein, I have achieved a way to move an object from one place to another...
withOUT magic!

Yes, yes, please, calm your applause. I realize that with my new invention at last we can throw off our shackles and enter a truly modern era. Together with my Geomantic Charger, we can fully master the elements and rein in the very lightning!

Before I activate this device, I would again like to commend my dear good friend, the famous bard Roman Andari for joining us this day to act as Official Documenter and Observer, so that all may know of what has happened here. I'm certain that the honor he feels to be here has more to do with scientific curiosity, and not the large stipend I had to throw at him just to get him in the door. Haha!

Now, my assistants, if you would remove the safety-lock, and engage the Trans-ducing flux capacitor!

Good, good. Now re-dial the ionic phase-inducer and re-configure the neutronic manifold!

At last, step up the main reactor input three! More! Triangles!...erm, ah, points!

Now I throw the switch to teleport across the room...THUS!"

Inside the head of everyone, but me.:

'Though I'm not Sarenrae
I can help just the same!
Call me Propoket
For that is my name!

With a *CRASH* *BOOM* *RIPPING SOUND* the air inside the protection ward is rent as a person-sized sun flashes briefly within its confines and dissipates. In its wake are two bedazzled figures. One is a middle-aged man bedecked with odd ornaments and wrapped in a metal you have never seen before. His wizened eyes take in the scene about him with the air of one who has come to expect...the unexpected.

"Oh dear me. I seem to have stepped up the main reactor input one too many points!" He cares not if his words are understood by anyone as he turns in place, and soon his gaze lands on the oncoming monstrosities. "Egad! Plague zombies! Of the Igilean strain unless I miss my mark. Very dangerous. One would be best put not to go easy on them!"

The man points his arm in the zombies' direction, and a coil of metal along his arm glows blue. The glow intensifies for a moment, and finally a small blue sphere of ephemeral energy launches itself toward the quarter of zombies.

"Etheric Coil Particle Configuatron," he explains to no one in particular."Well, at least it is when it works."

Gadget Roll: 2d6 + 2 ⇒ (6, 4) + 2 = 12

Particle affected: 1d8 ⇒ 1 = Gravitons

Effect: 1d10 ⇒ 2 = Intensify

'Effect: All caught within the Graviton-Intensify area of effect (the four zombies) are caught in a field that makes their bodies weigh several times their normal weight. They take 1d8 ⇒ 5 damage and must Defy Danger or fall to the ground. Success means they can still move, but at half speed.'

Is that how this works? The rules for Artificer are IMMENSELY ambiguous, but this is the gist I got. *chuckle* It seems I have a habit of playing the same kind of character. The rules for the Mage, BattleMaster, and Artificer seem to follow the same thread: We'll let you do some crazy stuff, but you gotta write good for it! =D
Also, my apologies, Roman. Wednesdays are bad for me so I didn't have time to pm you to get our backstories coordinated, but I hope that this will suffice! =)


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

Good enough for me. Excellent dismount, by the way. I'd give it a 9.3.

Moments before:

Roman bows theatrically at his name being called, and manages a hearty laugh at Professor Rearden's joke about money. But he then immediately frowns, his one thought being, Half a tick -- we didn't discuss anything about money.

"Now, my assistants, if you would remove the safety-lock, and engage the Trans-ducing flux capacitor!" the Professor shouted out.

At this moment, Roman noticed that his boot had snagged on some sort of copper wiring. He gently tried to lift his foot off of the tangle.

"Good, good. Now re-dial the ionic phase-inducer and re-configure the neutronic manifold!"

It's really lodged in there, Roman thought as he kept trying to pull his boot out.

"At last, step up the main reactor input three! More! Triangles!...erm, ah, points!"

By this point, Roman had given up on propriety and was outright kicking his foot trying to dislodge the wire. "Stupid little...

"Now I throw the switch to teleport across the room...THUS!"

Roman gave a final hard kick yanking his boot completely out of the wire. This was accompanied by a ripping and screeching sound as something important was yanked out of place.

"Huzzah!" Roman shouted jubilantly.

And then there was light...


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

Roman blinks as he is suddenly reconstituted in mostly the right order. From that day onward the tattoo on his right... er, cheek, would read "To me dearest, ydnaS."

Roman takes in the danger of the scene and draws his rapier. He sees another swordsman and sings a song of valor to inspire his next strike. His words dripped with arcane power.

Or at least, let's hope so.

Performance: 2d6 + 2 ⇒ (2, 1) + 2 = 5

But Roman is still shaken from his experience and fumbles the notes badly.

If I understand this correctly, I take an XP for that?


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

nope :) Thinking about the action she was pondering, Amy decides to just stand still and protect everyone.


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 just stares at the two newcomers, completely dumbfounded, his mouth hanging slightly open.


@Hank: I'm not sure where you got the "particle affected" and "effect" rolls from, and the description text isn't quite right (I don't get to roll dice, so the Defy Danger bit doesn't apply). You have two options. 1) The device will knock over/slow down the zombies. 2) The device will damage the zombies and will count as your "weapon with Near and Pierce tags" Which would you like?

Nice entrance, by the way. :-)

Silvio spots a large broken tree limb lying nearby. Its forked branches could possibly be used to pin a zombie in place while remaining safely out of reach. Fleet's pathetic attempt at a throw flies wildly off-course and hits Amy's hand hard enough to jar the staff out of her hands. Without her touch, Sarenrae's protective light fades. To make things worse, newcomer Roman is so disoriented by his unexpected journey that he targets the wrong individual with his song of power. Harriman's muscles ripple and bulge.

Hank points one of his devices at the zombies, but it takes a moment to discharge. as I need a response to the question I asked at the start of this post. ;-)

The Exchange

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

Ah! Fair enough. Ya, getting used to a character class who's main power is " tell us what it does and roll" will no doubt take some mis-steps to get used to. ^_^

The gravitons' effect are not enough to cause harm to the zombies, but they are all knocked down from the gravity wave-field modulation.

"Ah ha! You see! I did Science at them! Now, let us adjudicate their biology so as to effect a greater perseverance!"


Those kind of classes possess great power, but that also means I can MAJORLY screw with you whenever you fail a roll. ;-) Don't forget to list "Etheric Coil Particle Configuatron" as one of the gadgets on your character sheet. :-)


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

"ouch" says Amy as the rock hit her hand and then cocks her head to the side at the new newcomers. The movement of the zombies catches Amy's attentions and she bends down to get her staff and tried to create the protection ward again. Amy taps the groups and starts to chant.

undead: 2d6 + 2 - 2 ⇒ (3, 5) + 2 - 2 = 8

"Sarenrae I call on your name. I call on your powers. I call on your protection from the undead."

My brave Silvio remember that if you attack that your blade does an additional d4 damage.


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

Silvio will remember!

With an entrance like that Silvio asserts that the newcomers have to be heroes. "That is excellent work!" he congratulates them. "Can you use this 'science' to the plant creatures to that broken tree stump over there?" With that the dashing nobleman jumps through the battle field and sticks his rapier into the body of one of the zombies before jumping past and ending up on the other side of the skirmish.

Hack and slash: 2d6 + 1 ⇒ (5, 6) + 1 = 12
Damage: 1d8 + 1d4 ⇒ (5) + (3) = 8


No need to roll. They're not in any position to retaliate. ;-)

Dashing forward with great alacrity, Silvio skewers the fallen zombies with an artistic flourish.

The Exchange

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

At such praise from the dashing Silvio, Hank beams with pride. His answer, though, is humble. "Alas, the configu-a-tron IS science, but it's not an exact science. This, however, might also be effective."
With that Hank brandishes a gizmo on his other arm. It looks like straight piece of metal held apart from his flesh by small bracers, surrounded by a few coils. He aims the whole apparatus at another of the fallen zombies. It glows green for a moment, then fires a ghostly beam toward the prone foe.

Gizmo roll to Volley: 2d6 + 2 ⇒ (3, 1) + 2 = 6

Unfortunately the beam seems to have been affected by the mis-aligned gravitons and plows into the earth well short of it's target. Hank frowns and starts twisting a dial on it, muttering, "Interesting..."

XP for me! I think.... =)


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

"Sarenrae I call on your name. I call on your powers. I call on your protection from the undead."

Amy keeps chanting to keep the protection up but notices the green beam that hit the earth and wonders how science is to solve the problem by hitting dirt. Maybe it missed because of what is holding the undead down or the way the two newcomers travel by.

Does Amy even need to keep the protection up or will they be stuck by gravity ?


XP for Hank. Yay! '-)

Hank's weapon fires a poorly-calibrated beam and them promptly shuts down. After looking it over, he realizes that there's a short in the device's wiring, and it's been completely drained of power. It will take a couple hours to recharge. (what's that gadget's name, by the way?)

In the meantime, Silvio finishes dispatching the rest of the zombies. Their threat is ended.


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

With a sigh of relief Amy let the undead protection spell go and turns to the newcomers.

Peace and Sarenrae's blessing. My name is Amy, servant of Sarenrae. Amy bows. I give thanks for your assistance in putting the dead back in their place. We are in search of a sickle that has evil powers and has caused this island to be dead. May we call on your kindred spirit to help us in our quest? And may I ask your names?


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

Roman smiles at Amy as he puts away his rapier.

"No thanks necessary, Madam. I would never dream of leaving anyone to be murdered by such beasts. Especially, such an enchanting woman of the cloth such as yourself," he says with a playful, confident tone.

"Now, if you'll excuse me, I must murder my comrade here."

Roman's demeanor becomes decidedly more panicked as he takes Rearden by the shoulders.

"What are we doing here?! Fix it! Fix it, fix it, fix it!"


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

Amy's face becomes alarm at the fact that man that did give him name would murder his comrade. She becomes a little less worried when just yelling at his comrade. Maybe this is just their way of acting but I don't think that they ment to appare here. I am just glad that they did come.

The Exchange

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

Hank smiled as Amy of Sarenrae made introduction. And of -course- he rolled his eyes as Roman laid on the charm. Well, there would be something amiss if he didn't. Actually Hank just stopped listening, figuring on some diatribe of trowel-thick charm and just waited until Roman stopped talking.

"And I am Hank Rear-URKH" Hank decides he should've listened to Roman's introduction a bit more since there may have been some clue as to why he was being vigorously shaken.

"Eh?" he says as he checked his gadgets and made sure none were (too) out of alignment. "Fix it? I'm not even sure what happened! None of my charts can even tell me where we are! A conflagration of this magnitude could only have happened if the dorsal safety line of the Flux Capacitor somehow came unplugged! An event which is inconceivable! I checked it myself half-an-hour before the event, and to imagine that someone would be so log-headed as to yank out the dorsal safety line of the Flux Capacitor and put our lives in danger would...inconceivable!"

Hanks pauses to check his Charger. It, at least, seems to still be working.

"My dear boy quite simply I've no idea how we could've gotten here with safety line still intact, and without a room full of assistants and a machine which took an entire lifetime to put together I've no idea how to get back.
Perhaps, with enough time--and money--I could locate our astral position (I say the caveat that we might not be on the same planet, or, indeed, same plane or even reality) and maybe hire passage back, but until then we must needs make ourselves useful and exchange services for coin-of-the-realm."

He turns back to Amy. "A pleasure, ma'am. Considering the current nature of things, we would be elated to assist with retrieval of your garden tools. I hope that not all your greenery is as blood-thirsty as these.
Of course, given our currently penniless state we can forgo the usual contractual rituals, suffice that the Rite of Conquest may be considered as to be in effect, alleviating any obligation to restore damage such caused--That is to say, I'm not re-planting your zombies, no matter how much you liked them."

With that he smiles and bows.

"Hank Rearden, creator of Rearden Metal, at your service. I can perform any task you ask, except if you ask me to hold the world, for I am not the titan Atlas, even if I strive to..."

With that he seems to become distracted by his gadgets again. He simply shrugs and goes back to the Zero Canon on his arm. He mumbles, absentmindedly, "If we could, um, pause for an hour, that would be meat, but if we must needs hurry, that too is understandable...."


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

It is a please to meet you Hank Rearden. We are on a mission but the sickle has been there for some time. One hour might not hurt if that is what our new friends need. What do you think Fleet, Silvio, and Gleus? ask Amy as she leans on her staff.

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 you're sick, dude. Just come on when you can. =) FYI, after an hour, I get all my charges back, that's why I asked. Um, I'll probably be asking that a lot. ^_^

(assuming an hour's time passes without event)

"Tell me, do we know aught else of what is on this island? Is the whole thing infested by major swarms of zombies? Or are those the only ones we're likely to see? And where is this sickle? Is it out in the open? In a Temple of Doom? Guarded by a smogy dragon? And once we have it, is that the end? Do we just wave it a bout, or are there rituals and somatic ends that would be commenced?"

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