Shadow of the Demon Lord (Inactive)

Game Master bookrat

Current Map and Key
Map of the Northern Reach


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Clockwork Warrior/Fighter 3 (M) | S13, A8, I10, W10 | HP 1/26 | Defense 14 | Insanity 4 | Fortune: No | Move: 8 | Status: Normal

Who found the map?


BCJKSkSlT: 1d7 ⇒ 3

Jexen found it!

But I'm also assuming everything was shared with everyone.

Brinda:
The marble will teleport you and up to 9 others (total ten) away from your current location. It does not specify where it will teleport you to.


Botting Cyrenik

Strength: 1d20 + 2 ⇒ (8) + 2 = 10

TAS is immune, so no need to roll. So is Kandl. Sköllji still needs to roll.

As you're searching and studying, you hear a small voice, Mommy? I'm thirsty.

The girl has woken up.


Male Goblin Warrior 1 | strength: 10, agility: 12, intellect: 10, will: 9 | defense: 13, HP: 14; Speed: 10 current damage: -9 | Kandl is currently not exceptionally Fortunate.

"I believe the Goblins have to do with the sight-based abilities of demons." Kandl then explains that they allow you to see through demon-shadow and ignore demon-scariness.


Current identity: Brinda Sarwick, human female |
Spells Used:
Shadow Dart 2/2
S8, A11, I13, W11, D11, HP 6/15 | Status: Normal
Other stats:
Perception: 13 | Size: 1 | Speed: 10 | Power: 2 | Insanity: 1 | Corruption: 2

Brinda examines the wand next.

GM:
Brinda will attempt to drop the orb in her pocket without drawing attention. She has no intention of using it - at least, unless the party is about to suffer a total defeat - but she wants to find out where it leads before she alerts the party to it, and that will take research. I assume that uses an Agility check?

Agility: 1d20 ⇒ 17


Brinda:
The wand is full of chaotic energy. It fires out a blast, but you can't tell what kind of blast it fires; ice, fire, lightning, acid... Something. Maybe something different each time.

Yes, you can slip it into your pocket.


Active conditions: None | HP: 12/12 | AC: 18 ( Tch 12, Fl 16) | CMB: +5; CMD: 16 | F: +5 R: +2 W: +3 | Init: +2 | Perc: +8/+6 SM: +6

With Jexen working on digging them out, Cynerik dedicates himself to the care of the young girl. Reaching down into his own waterskin, he gently wets a clean part of his clothing and wipes her face clean of the dirt and dust that had filled the room. His hand, calloused, bloodied, and dirty, would gently push the delicate hair from her face as he studied her. She was not his daughter, not really, but she was someone's daughter. Her skin was soft, innocent, and he could feel his chest shudder as the emotions he had kept bottled away almost welled up and sprung out of him.

"You can't be weak. You were a coward, you ran and left them there. Left them as that -thing-. This is the best you can do. Be strong." Cynerik thought to himself as he took a soft, shuddering breath and coiled those regrets tighter in himself. Everything he did now was for his family, for his redemption. He would be a better man. With the Martyr's blessing, he would not run away again.

There seemed to be an assorted collection of items of power, strange and wonderful gifts that were left behind by the dead. The others seemed to spend their time focused on studying these things. One of the bodies nearby had this strange tool belt and Cynerik's curiosity couldn't be denied. Taken the item, he would inspect it and even put it on his person eventually while Jexen worked hard on getting them free from here.

Strength v.s. Disease: 1d20 + 2 ⇒ (19) + 2 = 21

The place was foul, one of the worst places he had been, but Cynerik remembered sleeping in mud and fouler things when he was serving in the militia. This too, would pass.

Finally, the two disjointed groups are brought back together and a smile spreads across his face. He remains seated against a wall, debris and dead bodies pushed away from him, with the young girl laid upon his lap in an almost fatherly manner.

"T.A.S., Brinda, I am glad the two of you are alright. We haven't found another way out of here yet, have we?" Cynerik asks, looking down at the girl. Sköllji's question is answered by Cynerik's nod, his eyes looking towards him. "She'll be fine. She was hurt but the last bit of power I had for today was able to heal the worst of it. She'll need rest but she'll heal for certain."

The little girl begins to wake up, her words nearly making Cynerik jump as he looks down at her. Opening up his waterskin, he tilts her head up as he speaks.

"Be still child. You're safe with us. Now...open your mouth." Placing the waterskin to her lips, he'd pour as much as she would take to try and bring life back into her.


Current identity: Brinda Sarwick, human female |
Spells Used:
Shadow Dart 2/2
S8, A11, I13, W11, D11, HP 6/15 | Status: Normal
Other stats:
Perception: 13 | Size: 1 | Speed: 10 | Power: 2 | Insanity: 1 | Corruption: 2

As the little girl wakes up, Brinda hands the wand she's studying and gives it to TAS, muttering, "Look at this, my friend," then bends down to tend to the child. As she puts her arm around the girl, she murmurs gentle words of comfort, reassuring her that she'll be with her mother soon. An old pain throbs in her chest as she does, but she pushes it down. The child needs me. I have power now, no one can hurt me anymore, but she is fragile still, innocent. I will make sure she sees her mother again. She looks up at Cynerik and smiles, and though her face is already bearing the marks of her magic - growing paler, the shadows deepening under her eyes - he sees the face of the gentle girl he met, before Brinda found her power, before she began to move into the world of magic.


The girl thirstily drinks the water, and within moments is choking and throwing it back up. Vague recollections of giving those sick or thirsty small amounts at a time come back, and you give her a small sip, allowing her dehydration to slowly fade away.

You've now been trapped underground for 6 hours. It's pitch black in the dugout, unless someone has a candle, torch, or magical light going. It's been nearly a full day since anyone has eaten or drank. How many rations does everyone have? How much water?


Current identity: Brinda Sarwick, human female |
Spells Used:
Shadow Dart 2/2
S8, A11, I13, W11, D11, HP 6/15 | Status: Normal
Other stats:
Perception: 13 | Size: 1 | Speed: 10 | Power: 2 | Insanity: 1 | Corruption: 2

Pretty sure I have none of either...


Active conditions: None | HP: 12/12 | AC: 18 ( Tch 12, Fl 16) | CMB: +5; CMD: 16 | F: +5 R: +2 W: +3 | Init: +2 | Perc: +8/+6 SM: +6

I believe Cynerik still has at least six days worth of food and one more torch upon his person. There is the waterskin too but he'll let the little girl finish that before he drinks any of it.


Clockwork Warrior/Fighter 3 (M) | S13, A8, I10, W10 | HP 1/26 | Defense 14 | Insanity 4 | Fortune: No | Move: 8 | Status: Normal

Jexen picks up the parchment and unfurls it.

Fine work, this is a quality map, despite the mud covering it and...

He sees the names.

He stares at *the* name.

He keeps staring for some moments.

Then he snaps out of it, and begins to brush the worst of the dirt away. As carefully as he can.

And then he speaks.

"Have any of you ever heard of a mapmaker named Stome? Or...Jexen?"


M Revenant (Orc) | S12, A11, I9, W9 | HP 17/17 | D10 | Move: 12 | Insanity: 2 | Corruption:1 | Fortune: No | Status: Normal

I have rations, a waterskin, and 2 tourches remaining. I am confused as to us being trapped, I thought we dug back out to the other room?


You've connected the two rooms (The Dugout and Kuthuk's Room), but you still haven't made it out of the overall basement. The map should be updated to show this. It will take a number of hours or longer to reach the actual surface, depending on your choices.

Intellect Challenge Roll (Boon for map related knowledge):
Cartographers often collaborate with geologists and explorers to help make the most accurate maps.

Botting Sköllji due to his phone issues.
Sköllji Strength: 1d20 + 1 ⇒ (13) + 1 = 14


Clockwork Warrior/Fighter 3 (M) | S13, A8, I10, W10 | HP 1/26 | Defense 14 | Insanity 4 | Fortune: No | Move: 8 | Status: Normal

Intelligence: 1d20 + 0 + 1d6 ⇒ (6) + 0 + (6) = 12

Jexen says out loud:

"To make the finest maps, cartographers will collaborate with geologists and explorers. Perhaps that will jog some memories?"


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Anyone with knowledge of cartography or geology or something else related to those fields canswer this question however you like, except Jexen, who has no memory of his life prior to the last adventure.


Dwarf (M) | S12 A10 I11 W10 | HP 11/24 | Defense: 14 | Speed: 8 | Status: Good | Corruption: 0 | Insanity: 1 | Fortune: No

I gave Kandl my waterskin and a ration to give to the child. I have 3 days worth of ration left after that.

Sköllji scratches his head and looks around for any points which would be a good start for digging.

"As cozy as this place is, I dunnae wish te stay 'ere all night. We should get the wee one back te town, besides."

Perception: 1d20 + 2 ⇒ (5) + 2 = 7

"Blast. Looks like we ain't gunna catch a break."

Sköllji hoists up his belt and begins moving rocks and debris with his bare hands.


Current identity: Brinda Sarwick, human female |
Spells Used:
Shadow Dart 2/2
S8, A11, I13, W11, D11, HP 6/15 | Status: Normal
Other stats:
Perception: 13 | Size: 1 | Speed: 10 | Power: 2 | Insanity: 1 | Corruption: 2

Hey TAS, does this look like something you'd want? Just passed it to you.

Wand:
The wand is full of chaotic energy. It fires out a blast, but you can't tell what kind of blast it fires; ice, fire, lightning, acid... Something. Maybe something different each time.


Male Goblin Warrior 1 | strength: 10, agility: 12, intellect: 10, will: 9 | defense: 13, HP: 14; Speed: 10 current damage: -9 | Kandl is currently not exceptionally Fortunate.

After handling the glasses and giving them to Brinda, Kandl spent his the intervening time looking for an exit. He was smaller than most of them, and so he had to constantly remind himself that any exits he found would need to be big enough for the likes of Cynerik.

Intellect to spot the right places to dig: 1d20 ⇒ 18
Strength to do the actual digging: 1d20 ⇒ 19


2d6 ⇒ (1, 2) = 3

Through an absolute amazing stroke of luck, Kandl and Sköllji manage to hit just the right spot to dig, and are able to quickly make a tunnel to the far wall and up to the trap door you came in.

It only took about three hours.

Upon reaching the trap door, you realize that it's stuck. Left over rubble from the outside must be piled on top.


Clockwork Warrior/Fighter 3 (M) | S13, A8, I10, W10 | HP 1/26 | Defense 14 | Insanity 4 | Fortune: No | Move: 8 | Status: Normal

Jexen looks up at the trapdoor.

"I am willing to push. Should I be buried, you can just dig me out afterwards."

Assuming none challenge this, he will try to force the trapdoor open.

Strength: 1d20 + 2 ⇒ (12) + 2 = 14


Trying to push up the door is extremely challenging, and will impose three banes.

Bane: 3d6 ⇒ (1, 1, 6) = 8

14 - 6 = 8.

Jexen is unable to push the door up.


Clockwork Warrior/Fighter 3 (M) | S13, A8, I10, W10 | HP 1/26 | Defense 14 | Insanity 4 | Fortune: No | Move: 8 | Status: Normal

"I shall need assistance. T.A.S., would you come up here?"


Male Goblin Warrior 1 | strength: 10, agility: 12, intellect: 10, will: 9 | defense: 13, HP: 14; Speed: 10 current damage: -9 | Kandl is currently not exceptionally Fortunate.

While Jexen is calling up T.A.S., Kandl decides to give it a try himself.

Strength w/3 banes: 1d20 - 3d6 ⇒ (13) - (3, 3, 5) = 2 just shy. I'll go ahead and use my fortune to succeed.

Try as he might, Kandl initially finds the trapdoor just as secure as Jexen did. Kandl, however, shifts his hands and tries again, gaining a little momentum. He does this several times until he feels the weight on the door slide off and it opens.


Kandl's might pushes the door open, and with that, you're free. The fresh air is a welcome scent relative to the fecal and blood smell that has inundated your nostrils for the past many hours.

It's dark outside. Nearly black as the moon is not in the sky.

Welcome to freedom.


Clockwork Warrior/Fighter 3 (M) | S13, A8, I10, W10 | HP 1/26 | Defense 14 | Insanity 4 | Fortune: No | Move: 8 | Status: Normal

Jexen wants to clap Kandl on the back but worries that it might be seen badly.

"Well done, Kandl. Let us leave this place. I am willing to inform a father of the fate of his sons."


Current identity: Brinda Sarwick, human female |
Spells Used:
Shadow Dart 2/2
S8, A11, I13, W11, D11, HP 6/15 | Status: Normal
Other stats:
Perception: 13 | Size: 1 | Speed: 10 | Power: 2 | Insanity: 1 | Corruption: 2

Brinda moves to the door and peers out into the darkness, looking for sign of any creatures or other danger.

Perception w/shadowsight: 1d20 + 2 ⇒ (10) + 2 = 12


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A Recap on Everything You've Learned:

Two kids went missing. They're in their pre-teens. Sawmill's sons. He blames the local elf, a Bonesmith.

Bonesmith says boys stole his tools and weapons. Says they need to be punished and he will get his revenge.

Outside Bonesmith's, you saw three sets of foot prints. Two adults that led to the forest and to the hideout. One child's that led to the sawmill. You also saw a child's greasy handprint on the window.

Outside the sawmill, you saw two sets of footprints. One adult and one child. They led to the Bonesmith's. Also outside the sawmill, you saw some dead rats and some sort of Incantation written in blood. Forbidden magic, perhaps?

Jex was on the case to find the missing boys, but she couldn't find them. She's a renowned tracker. She also tried to track the Fomor who attacked the caravan the other month, but wasn't able to locate them, either.

The Fomor revealed that they found one of the boys in an old graveyard and beat him up, stealing a bone dagger from him. They left him where they found him. Kuthuk has the dagger and is out hunting with it, trying to create more Fomor.

You found a girl in a cage with the Fomor. You don't know who she is. You found a small body in the spiderwebs with a toy that is enchanted. You've also found many other bodies in the web.

Also, I'm not sure if anyone actually looked at a bunch of information the townsfolk gave you, but here's a link back to the rumors in the town that Kandl gathered.

GM Rolls:
3d6 ⇒ (6, 5, 5) = 16
4d20 ⇒ (18, 6, 1, 5) = 30
1d7 ⇒ 1
1d20 + 2 + 1d6 ⇒ (6) + 2 + (5) = 13

The night brings a chill and soon the sky starts spitting rain down upon you.

The girl starts to shiver and cry, complaining that she's cold and hungry and tired, but she seems to refuse to sleep. A near constant whine eacapes from her.

You can hear yipping and yapping from creatures in the forest, coyotes perhaps.

A reminder: incantations (aka scrolls) can be used by anyone. You don't have to be a magic user to use a scroll.

Brinda: you do not see anything in particular while peering into the dark night. As a reminder, shadowsight allows you to see into shadows as if they were lit; it does not allow you to see into darkness. There are three levels of light: lit, shadow, dark.


What's your plan? Are you going back to town or camping out for the night?


Dwarf (M) | S12 A10 I11 W10 | HP 11/24 | Defense: 14 | Speed: 8 | Status: Good | Corruption: 0 | Insanity: 1 | Fortune: No

Sköllji hands the girl a ration and the waterskin he recovers from Kandl.

"It's alright little un. We'll get ye to a comfy bed soon." Sköllji attempts to speak softly to the girl, despite his gruff voice. He quietly draws his axe and turns towards the sound of the yipping. He remembers the wolf in the forest. He won't be surprised again.


Clockwork Warrior/Fighter 3 (M) | S13, A8, I10, W10 | HP 1/26 | Defense 14 | Insanity 4 | Fortune: No | Move: 8 | Status: Normal

How far are we from town again?


When it was day time and good weather, it took you about 5-6 hours to get here.


Clockwork Warrior/Fighter 3 (M) | S13, A8, I10, W10 | HP 1/26 | Defense 14 | Insanity 4 | Fortune: No | Move: 8 | Status: Normal

"We should find a place to make camp. Preferably not near the tainted den of dead fomor."

Jexen begins to work out where nearby might suit.

Intelligence with pathfinding experience: 1d20 + 0 + 1d6 ⇒ (9) + 0 + (6) = 15


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There's a bane due to the weather and the night, but I'm going to assume there others assist and grant boons to cancel them out. Advantages of a large group.

Jexen leads you into the darkness, and it isn't too long before you find a place to camp. It's an old tree with a large portion of the trunk hallowed from whothef&@@knowswhat. It provides shelter from the weather and the wind, and also provides a single point of defense for anyone trying to take advantage of you during the night.

The night passes like a slug, sliming along across dew soaked grass. Sleep is hard to get.

The yips and yaps intensify.

Jexen and TAS take guard, as they do not require sleep.

Until, at one point, a spear rips through the wind right past the clockworks and slams into Cyrenik. Cyrenik, take 1d6 ⇒ 6 damage.

AAAAAAAAAAAAAAAAAAAAAAAHHHHHHH! The little girl screams.

If your character hasn't fallen asleep, you may take an action right now. If your character has fallen asleep, start the first round asleep and the next 1d3 rounds fatigued (bane to all attacks and challenge rolls) as you wake up, but gain the benefits of a Rest. It's your choice. The clockworks have not rested yet.

Map updated.


M Revenant (Orc) | S12, A11, I9, W9 | HP 17/17 | D10 | Move: 12 | Insanity: 2 | Corruption:1 | Fortune: No | Status: Normal

Slugoth stood leaning with his back against a tree trying to stay as dry as he could and failing miserably at, it was as if the rain was coming from all directions at once. With his hands hooked in the collar of his armor he struggled in vain to find sleep and with the sky darkened by the storm he couldn't even be comforted by the stars. Suddenly something whips through the air and he hears a cry of terror.

Already angry at the lack of sleep Slugoth stomps toward the enemy.
Slow Turn
Guarded Attack: 1d20 + 2 ⇒ (7) + 2 = 9


Clockwork Warrior/Fighter 3 (M) | S13, A8, I10, W10 | HP 1/26 | Defense 14 | Insanity 4 | Fortune: No | Move: 8 | Status: Normal

Jexen feels satisfaction that his skills help find a camp site for the group.

The way of the pathfinder. Wait...where did that come from?

He spends hours, quietly wondering near T.A.S.

And then the strike comes out of the dark.

Jexen shouts:

"Foes in the forest! Awaken!"

And he desperately seeks said foe.

Fast, looking and listening

Perception: 1d20 + 0 ⇒ (1) + 0 = 1

Fortune to make that a success


Male Goblin Warrior 1 | strength: 10, agility: 12, intellect: 10, will: 9 | defense: 13, HP: 14; Speed: 10 current damage: -9 | Kandl is currently not exceptionally Fortunate.

After the first round of combat:

Kandl starts and leaps to his feet, then turns and nearly smashes into the wall he was resting against. He then says "What happened?" before peering out the entrance to try and find the threat.

Perception w/Bane: 1d20 + 1 - 1d6 ⇒ (16) + 1 - (5) = 12


Dwarf (M) | S12 A10 I11 W10 | HP 11/24 | Defense: 14 | Speed: 8 | Status: Good | Corruption: 0 | Insanity: 1 | Fortune: No

Sköllji rouses from his slumber, "Nay, I never porked yer ugly wife! Stand en fight, ye-" The dwarf suddenly realizes he's awake, and that Cynerik has apparently been impaled. "What in the blasted 'ells!? Where's me axe?"

Sköllji jumps to his feet, still groggy from his slumber.

Fatigue: 1d3 ⇒ 3

He grabs his axe and runs toward the clockworks, ready to face the threat and block those behind him the best he can with his short stature.


Those who made perception + Sköllji:
Peering into the darkness, you see what looks like a small army of Fomor out there. Easily the same number you just defeated, except this time they have a leader. An extra large man covered in fur with a wolf for a head and sharp claws at the ends of his hands. In one hand, he holds a bone knife.

This is a hard fight, and I was expecting to have all our people here. I was also expecting you to use some of the new equipment you just got. Since we have quite a few people with technical problems, I'll allow others to help weigh in on each other's actions to help out. In general, I don't like to bot away people's limited use items and abilities, but you may have to here.

For that reason, I'm going to repost the list of Incantations you received earlier. Remember, anyone can use these. They just require an Intellect Challenge Roll, with one bane for each power level above yours. If your Power is 0, you can just make a straight roll to use a Rank 0 Incantation. It would add three Banes to use a Rank 3 Incantation.

Your list:

1) This spell alters the passage of time for one person, allowing them to move in a "slower" time frame relative to everyone else. From other's perspective, it looks as if they are moving twice as fast as everyone else. Rank 3

2) This spell is powerful. One of the strongest you've ever seen. And it is hideous in the extreme. It forces to living creatures to become one, their bodies painfully merging and mixing until the two become an amalgamation of each other as one being. Rank 5

3) This is a protective spell. It sheaths the reader in a harmless warm fire, protecting them from the cold. Any who dare touch or attack the person while protected will feel the flames. Rank 2

4) This spell allows the reader to "walk" through plants, once. They enter into one plant, and through the shared root system of all plants under the earth, they're able to exit any other plant in a good distance. Rank 3

5) This causes one object to explode, dealing massive damage to everything an area. Rank 3

6) This spell painfully pulls the magical essence out of a living soul and replenishes your own stock. Rank 3

7) This spell turns your voice into a beautiful melody, giving inspiration to friends who hear you. Rank 1

8) This spell creates an interdimensional pathway, bypassing time and space between two locations within a short distance. It opens up two cubes, one near you and one over there. Things that enter one cube reappear at the other cube instantaneously. Rank 1

9) This spell causes a person of your choosing to enter a different time stream. From their perspective, everyone else is moving faster than they should. Rank 1

10) This spell summons the power of nature itself, allowing you to send a forked Lightning Bolt into two different targets of your choice, so long as they're near each other. Rank 1

Round 1 Current Actions Listed:

Fast:
Jexen (peering out into the darkness)

Slow:
Slugoth (move and guarded attack)

Asleep:
Sköllji
Kandl

Bots? (awaiting response in chat):
TAS
Cyrenik
Brinda


Current identity: Brinda Sarwick, human female |
Spells Used:
Shadow Dart 2/2
S8, A11, I13, W11, D11, HP 6/15 | Status: Normal
Other stats:
Perception: 13 | Size: 1 | Speed: 10 | Power: 2 | Insanity: 1 | Corruption: 2

Brinda, wearied from both the harrowing day and the exhaustion of channelling magic through her body for the first time, had fallen asleep quickly. When the attack comes, she is sleeping the sleep of the dead, boneless and insensate. As the girl child screams, her eyes snap open, but they are unfocused and glazed. She groggily tries to sit up.

So, asleep and no action for the first round. Thought it was worth the trade off to have spells back in the pocket.

Fatigue: 1d3 ⇒ 2


Clockwork (M) | S 8, A 8, I 12, W 11, D 13 | HP 10/10 | Insanity 3 | Status: Normal | Fortune: True | Move: 8

After he realised they are ambushed, T.A.S. makes use of several scrap pieces he was carrying around with him and assembles something that looks like a small crossbow robot. He places a few of his bolts on it and speaks some magic words to animate the machine.
"May I present?" he says proudly to Jexen. "This is a boltthrower I designed to double the firepower."
Just as T.A.S. finished his sentence the machine turns, aims and fires a bolt at one of the enemies which Jexen pointed out.

Fast init, casting bolt thrower. Building upon Jexen's successful perception check to find a target :)

Boltthrower attack: 1d20 + 2 ⇒ (16) + 2 = 18
Damage: 2d6 ⇒ (6, 4) = 10


The beastmen Fomor holler and bleet, creating quite the ruckus once a call of warning is cried our by Jexen. Goat sounds full of malicious intent ring through the rainy night air. A howl cuts through it all.

Fast PCs:

Jexen calls out a warning to everyone.
An entire round spent for calling a warning. I'll grant everyone -1 rounds of fatigue.

TAS drops down a bolt thrower and opens fire upon the crowd, striking the leader.

Brinda, Cyrenik, Kandl, and Sköllji all wake up.

Fast Enemy:
None

Slow PCs:
Slugoth moves forward and makes a guarded attack. The attack misses, but he keeps a strong defense.

Slow Enemies:

Attack + 2 Bane, 1 Boon: 1d20 + 3 - 1d6 ⇒ (18) + 3 - (5) = 16
Damage: 1d3 + 1d6 ⇒ (3) + (3) = 6

Kuthuk sees Slugoth charge towards him, and moves in for the attack himself, slicing with his bone knife, driving Slugoth back.

Slugoth gets pushed back 3 yards, and takes 6 damage.

The strange bone knife is much stronger than it seems.

The goatmen bleet and holler even more loudly as their leader engaged in solo combat against the orc.


Clockwork Warrior/Fighter 3 (M) | S13, A8, I10, W10 | HP 1/26 | Defense 14 | Insanity 4 | Fortune: No | Move: 8 | Status: Normal

Jexen, wearing the mail found earlier, charges the leader.

Bring down the leader.

Fast init

Sword: 1d20 + 2 + 1d6 ⇒ (6) + 2 + (6) = 14

Damage: 1d6 + 2 ⇒ (1) + 2 = 3


Current identity: Brinda Sarwick, human female |
Spells Used:
Shadow Dart 2/2
S8, A11, I13, W11, D11, HP 6/15 | Status: Normal
Other stats:
Perception: 13 | Size: 1 | Speed: 10 | Power: 2 | Insanity: 1 | Corruption: 2

Slow init.

Brinda chants as she rises sleepily; her eyes gleam with power, her features soften, her figure becomes more full and curvaceous, and she generally becomes more beautiful, according to the eye of the individual beholder. She moves forward, murmuring more arcane words as she does so.

Casting presence, one bane to the attack rolls of any creature who conceivably finds human females attractive. She moves to be diagonally adjacent to Jexen, forward and to his left.


Male Goblin Warrior 1 | strength: 10, agility: 12, intellect: 10, will: 9 | defense: 13, HP: 14; Speed: 10 current damage: -9 | Kandl is currently not exceptionally Fortunate.

Standing, Kandl picks up his quarterstaff and makes his way to the entrance, looking out, sees Slugoth in battle with a beastman.

Kandl moves out to join him, still trying to shake off his mental fog.

Slow action to stand then move to join Slugoth.


Heads up, you can use your action to charge, allowing you to move and attack. Adds one Bane.


Clockwork Warrior/Fighter 3 (M) | S13, A8, I10, W10 | HP 1/26 | Defense 14 | Insanity 4 | Fortune: No | Move: 8 | Status: Normal

Jexen would charge in fast init


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Active conditions: None | HP: 12/12 | AC: 18 ( Tch 12, Fl 16) | CMB: +5; CMD: 16 | F: +5 R: +2 W: +3 | Init: +2 | Perc: +8/+6 SM: +6

Pain. That was the first thing to enter in Cynerik's mind as he held onto the sleeping girl who leaned in against him. His eyes opened with a start to see the spear that had dug into his shoulder and already his mind was trying to tell him that he needed to rest now. The girl began to scream beside him as his hand reached up and grabbed the heft of the blade before pulling it out and onto the ground. Red began to run along his armor and skin, the warmth sending chills under his spine.

Despite the ache in his flesh, he would rise up and grab onto the incantation within his pocket before looking back out into the darkness. "Stay behind me girl, I'll keep you safe." He said tiredly, catching sight of Slugoth being shoved back by the massive, lupine form that was there. A bolt appeared in the creature's chest and Cynerik's mind remembered the scroll he had on his person. Taking it out, he began to focus on the words, pushing them into reality.

Power Roll: 1d20 + 1 - 2d6 ⇒ (4) + 1 - (1, 1) = 3
I'll use my Fortune to activate the scroll that causes a thing to explode and I'd like it focused on the bolt that sticks from Kuthuk's chest, please.


M Revenant (Orc) | S12, A11, I9, W9 | HP 17/17 | D10 | Move: 12 | Insanity: 2 | Corruption:1 | Fortune: No | Status: Normal

Use 'Catch Your Breath and heal 4 hp.
Slow Turn

Guarded Attack: 1d20 + 2 ⇒ (6) + 2 = 8

Continuing to keep his guard up, Slugoth's attack is hampered.


I'll have Cyrenik go first to minimize the damage to other PCs, because this is going to hurt.

Cyrenik reads the paper and it crumbles into dust in his hands, the energy evaporating off as the air around him heats up.

Cyrenik, take 4 damage.

The bolt sticking out of Kuthuk's chest explodes violently, a huge fireball lighting up the sky and evaporating the rain and drying out the grass nearby. Leaves in the tree above catch fire.

The entire chest of Kuthuk goes with it, hurling blood in large globules across everything in a 5 yard radius. His head lands somewhere over there.

Fire Damage: 6d6 ⇒ (5, 4, 4, 2, 6, 3) = 24

The fireball is so large it envelopes the group of Fomor nearest Kuthuk, completely incinerating all five of them.

Slugoth, make an Agility Challenge Roll for Half Damage.

There are still five Fomor, but they look rather shaken.

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