| DM Volsung |
Reno takes out his hand crossbow and aims it down the whip at the man he's entangled, firing a bolt!
[dice=Volley]2d6+2
[dice=Damage]1d6
Your bolt strikes the back of his head as he leans down, he falls dead. another one who survived Vulkarr's attack moves in to engage you, what do you do?
[dice=Defy Danger on DEX]2d6+2
You and Din are on the roof, while the Unhallowed are still scrambling up the crates. you have the high ground, what do you do?
[dice=Hack and Slash Damage]1d8
[dice=Too Close Damage]1d4
The one you strike is sent flying, no doubt dead before he hits the ground. the rest are badly burned, their robes aflame, and they are scurrying away. what do you do?
| Malachi Constant |
Channel: 2d6 + 2 ⇒ (4, 6) + 2 = 12
Damage: 1d6 ⇒ 2 (2 Piercing)
"Shouldn't get involved." Malachi mutters to himself, but he's already moving to assist. As the woman starts dexterously jumping up on boxes to get to higher ground, he watches, nearly dumbstruck. "Huh." It comes out with a mixture of surprise and respect.
Still, the creatures were doing their best to climb after her. She may have gotten away for now, but they looked nothing if not persistent. Raising a hand, Malachi focuses his attention on the one closest to her, but then changes his mind. Instead of blasting any of the creatures, he instead fires arcane energy from his fingertips at the boxes, eliminating their means of climbing after her (and his own escape as well)
(Technique is Arcane Shot. Near, Projectile, 1d6 Damage, +2 Piercing.)
| Astora, and Din |
Astora looks on in wonder as purple arcane energy fills the alleyway. She doesn't recognise the caster, but instinctively capitalizes on the opportunity to loose an arrow at the nearest tumbling Unhallowed.
Volley:: 2d6 + 2 ⇒ (1, 2) + 2 = 5
Damage:: 1d6 ⇒ 1
| Ancient Morr |
Remember, +1 forward to defy danger rolls thanks to the old man!
More pulls out an old sling worn on his belt, and squints at cultist with the death mark on his arm
Causin' all this fuss and racket! Just you wait till I find a...
He reaches into his pouch and pulls out a small stone pellet with his age fingers. Unfortunately, his shaking hand drops the pellet on the ground!
Damn things!..use to be easier to hold *mutters*
He slowly reaches down to pick up, his bones aching and his joints popping as he stoops down and gets back up. Fumbling with the sling again, he looks up at the Cultist and sighs, his ages arm swiftly spinning the sling high over his head for a moment, before he lets loose!
Volley: 2d6 - 1 ⇒ (5, 1) - 1 = 5
| Reno Jackson |
"Ah-ah-ah!" Reno says as another Unhallowed tries to mess with him. He flings out his whip, trying to disarm his assailant and stay out of danger of counterattack.
Whip Tricks: 2d6 + 2 ⇒ (5, 6) + 2 = 13
| Reno Jackson |
Yeah, we had a long weekend, but I think we're waiting on Volsung at this point. Looks like he may be suffering from Dungeon Master's Creative Burnout. I've seen it happen too many times.
| DM Volsung |
Sorry guys, I kinda... whatever, lets get back to playing
Channel: 2d6 + 2 ⇒ (5, 4) + 2 = 11
Damage: 1d6 ⇒ 3 (2 Piercing)"Shouldn't get involved." Malachi mutters to himself, but he's already moving to assist. As the woman starts dexterously jumping up on boxes to get to higher ground, he watches, nearly dumbstruck. "Huh." It comes out with a mixture of surprise and respect.
Still, the creatures were doing their best to climb after her. She may have gotten away for now, but they looked nothing if not persistent. Raising a hand, Malachi focuses his attention on the one closest to her, but then changes his mind. Instead of blasting any of the creatures, he instead fires arcane energy from his fingertips at the boxes, eliminating their means of climbing after her (and his own escape as well)
(Technique is Arcane Shot. Near, Projectile, 1d6 Damage, +2 Piercing.)
your shot destroys the crate, and keeps Astora safe. however, they notice you, and are moving to attack you. what do you do?
Astora looks on in wonder as purple arcane energy fills the alleyway. She doesn't recognise the caster, but instinctively capitalizes on the opportunity to loose an arrow at the nearest tumbling Unhallowed.
Volley:: 2d6 + 2 ⇒ (1, 4) + 2 = 7
Damage:: 1d6 ⇒ 2
You get one in his shoulder as he turns toward Malachi. he and another one turn back and try to climb up to you again. What do you do?
Remember, +1 forward to defy danger rolls thanks to the old man!
More pulls out an old sling worn on his belt, and squints at cultist with the death mark on his arm
Causin' all this fuss and racket! Just you wait till I find a...
He reaches into his pouch and pulls out a small stone pellet with his age fingers. Unfortunately, his shaking hand drops the pellet on the ground!
Damn things!..use to be easier to hold *mutters*
He slowly reaches down to pick up, his bones aching and his joints popping as he stoops down and gets back up. Fumbling with the sling again, he looks up at the Cultist and sighs, his ages arm swiftly spinning the sling high over his head for a moment, before he lets loose!
Volley: 2d6 - 1 ⇒ (4, 3) - 1 = 6
The cultists are fast, faster than you expected, as you raise your arm to swing the sling, one darts at you, and buries his knife into your side. what do you do
Dagger damage: 1d6 ⇒ 2
"Ah-ah-ah!" Reno says as another Unhallowed tries to mess with him. He flings out his whip, trying to disarm his assailant and stay out of danger of counterattack.
Whip Tricks: 2d6 + 2 ⇒ (4, 6) + 2 = 12
the knife goes flying, and the man begins running. What do you do?
| Vulcarr |
As the burning Unhallowed are running away, Vulcarr stays to defend the townspeople from any other attacks that could come there way.
Don't fear...all of you get inside now.
Defend townsfolk: 2d6 + 1 ⇒ (6, 4) + 1 = 11
| DM Volsung |
As the burning Unhallowed are running away, Vulcarr stays to defend the townspeople from any other attacks that could come there way.
Don't fear...all of you get inside now.
[dice=Defend townsfolk] 2d6 +1
The townsfolk are running to safety, and the 4 remaining unhallowed are in pursuit. What do you do?
| Reno Jackson |
Reno lets his assailant run. He had more important things to worry about. Nearby, the thug Unhallowed were picking on an old man! "Hey, you loser!" he calls out to the cultist who is advancing on Ancient Morr.
"Why don't you pick on someone your own generation?" he calls out, jeeringly whipping his weapon out of his hand with his bullwhip.
Whip Tricks: 2d6 + 2 ⇒ (3, 5) + 2 = 10
| DM Volsung |
Reno lets his assailant run. He had more important things to worry about. Nearby, the thug Unhallowed were picking on an old man! "Hey, you loser!" he calls out to the cultist who is advancing on Ancient Morr.
"Why don't you pick on someone your own generation?" he calls out, jeeringly whipping his weapon out of his hand with his bullwhip.
[dice=Whip Tricks]2d6+2
Which options do you choose?
| Ancient Morr |
More cries out in pain as the dagger slashes him. He stumbles backwards, almost bumping into Reno before a he notes the whip wizzing past him at his attacker!
Good! Let this rabble rouser have it! he shrieks, before lifting his cane and letting his attacker have a wallop!
Hack and Slash: 2d6 ⇒ (1, 2) = 3
Poor old fella....
| DM Volsung |
More cries out in pain as the dagger slashes him. He stumbles backwards, almost bumping into Reno before a he notes the whip wizzing past him at his attacker!
Good! Let this rabble rouser have it! he shrieks, before lifting his cane and letting his attacker have a wallop!
[dice=Hack and Slash] 2d6
Poor old fella....
You raise your cane, but before your blow lands, Reno's whip draws him away. You see over Reno's shoulder that 3 of the Unhallowed are running toward the Church at the center of Chillhollow. you know (though you don't know how you know) that if they reach it, the consequences could be catastrophic. What do you do?
Whenever I do this whole "You know, but you don't know how you know" thing, spout lore to recognize some of it.
| Ancient Morr |
Morr grunts as his swipe misses completely, his momentum spinning him around. After a bit of wobbling, he takes note of the 3 Unhollowed racing towards the chapel. A memory gnaws at him..
Spout Lore: 2d6 + 1 ⇒ (2, 2) + 1 = 5
His mind fuzzy, he starts shaking his cane at the Unhollowed and hopping up and down
We gotta stop those youngsters! He shrieks, continuing to shake and point his cane at the 3 Unhollowed running towards the chapel
| DM Volsung |
[dice=Channel]2d6+2
Seeing the Unhallowed turning towards him, Malachi mutters a string of expletives and prepares to release another burst of energy, this time directed at them specifically.
good news, they are burning with arcane fire (roll burst damage, deal it to them and yourself).
bad news, so is the nearby building.
what do you do?
| DM Volsung |
Morr grunts as his swipe misses completely, his momentum spinning him around. After a bit of wobbling, he takes note of the 3 Unhollowed racing towards the chapel. A memory gnaws at him..
[dice=Spout Lore] 2d6+1
His mind fuzzy, he starts shaking his cane at the Unhollowed and hopping up and down
We gotta stop those youngsters! He shrieks, continuing to shake and point his cane at the 3 Unhollowed running towards the chapel
By the time you have finally shouted (perhaps you should reduce the amount of time spent in reminiscence) they have reached the door of the chappel, and are trying to break it down. What do you do?
| Astora, and Din |
Astora moves along the rooftops and aims another arrow at Unhallowed attempting to scale the walls, with Din clawing at their hands from above as the attempt to do so.
Volley: 2d6 + 2 ⇒ (1, 5) + 2 = 8
Damage, with Din assisting: 1d8 + 2 ⇒ (2) + 2 = 4
I'll take: You have to move to get the shot placing you in danger as described by the GM
She notices the purple fire stretching up one of the buildings and shouts to Malachi from between her teeth. Astora not being the biggest fan of fire.
"Not that I don't appreciate the assistance Mage, but was this part of your plan?
| DM Volsung |
Vulcarr's eyes inflame with rage as his arms start to build momentum in a windmill-like motion.
[dice=Hack and Slash] 2d6 +2
[dice=Damage] 1d8
your first blow lands hard upon one of the unhallowed, you feel bones crunch under your fist, and his clothes are aflame as he falls down. your second blow fells another, this time caving i his skull. the remaining two still seem focused on hurting the townsfolk though, what do you do?
Astora moves along the rooftops and aims another arrow at Unhallowed attempting to scale the walls, with Din clawing at their hands from above as the attempt to do so.
[dice=Volley]2d6+2
[dice=Damage, with Din assisting]1d8+2
I'll take: You have to move to get the shot placing you in danger as described by the GMShe notices the purple fire stretching up one of the buildings and shouts to Malachi from between her teeth. Astora not being the biggest fan of fire.
"Not that I don't appreciate the assistance Mage, but was this part of your plan?
Malachi's flames spread preternaturally quickly, and in the time it takes to line up your shot (skewers one of the unhallowed, the other has Din on his face, and likely isn't getting up any time soon), the purple flames flank you on both sides. What do you do?
| Malachi Constant |
1d8 ⇒ 1 Well.
HP: 25/26
Malachi frowns as his purple flames catch onto both himself and the buildings. Patting his clothes until the fire goes out, he looks at the flames beginning to spread. "Really shouldn't have gotten involved." He mutters.
As Astora shouts at him he waves her off, abruptly, noting more flames on his coat sleeves. He pats those out quickly, and runs over towards the building. Beginning to pound on the door, he shouts "Oi! There's a fire!"
| Ancient Morr |
Morr continues shouting and causing a racket, meandering over to Vulcarr and prodding him with his cane, the end sizzling where it makes contact.
The church, the church! If they get in the church we'll be in all kindsa trouble! I'll help these folk out, get to the church and keep em outta there! He shrieks, before digging into his pouch for another pellet and loading it into his sling. Fumbling a bit, he finally gets it in there and begins swinging it above him, aiming for one of the the two Unhollowed intent on the townsfolk..
Volley: 2d6 - 1 ⇒ (1, 3) - 1 = 3
*facepalm*
| DM Volsung |
1d8 Well.
HP: 25/26
Malachi frowns as his purple flames catch onto both himself and the buildings. Patting his clothes until the fire goes out, he looks at the flames beginning to spread. "Really shouldn't have gotten involved." He mutters.
As Astora shouts at him he waves her off, abruptly, noting more flames on his coat sleeves. He pats those out quickly, and runs over towards the building. Beginning to pound on the door, he shouts "Oi! There's a fire!"
Inside the building, you hear screams as people are trapped by the flames. Meanwhile, two of the Unhallowed continue their advance, while two others pause to put out the flames on their robes. What do you do?
Morr continues shouting and causing a racket, meandering over to Vulcarr and prodding him with his cane, the end sizzling where it makes contact.
The church, the church! If they get in the church we'll be in all kindsa trouble! I'll help these folk out, get to the church and keep em outta there! He shrieks, before digging into his pouch for another pellet and loading it into his sling. Fumbling a bit, he finally gets it in there and begins swinging it above him, aiming for one of the the two Unhollowed intent on the townsfolk..
[dice=Volley] 2d6-1
*facepalm*
Your pellet goes wide, and instead of striking the unhallowed, it hits one of the defenders (the guard is on scene). in fact, you're fairly certain that was the sherrif. I say was because he, after you disabled him, acquired an acute iron surplus, roundabouts his neck. The remaining guard is about to fall into disarray, what do you do?
| Malachi Constant |
HackSlash or DefyStr: 2d6 + 0 ⇒ (4, 2) + 0 = 6
Malachi holds up a finger to the Unhallowed. "Give us a minute, yeah?" Without waiting for a response, he throws himself against the door of the building, hoping to simultaneously create an escape route for those inside, and also be in a position to lure the creatures into the fire.
| Vulcarr |
Heeding to the words of Morr, Vulcarr hurries over to the church where the Unhallowed are trying to get in. Vulcarr runs up to them in full flame, and winds up his arms for the shot.
Hack and Slash: 2d6 + 1 ⇒ (5, 3) + 1 = 9
Damage: 1d8 ⇒ 5
| Ancient Morr |
Morr stares dumbfounded at the result of his shot, his jaw dropping for a moment before he recovers his wits. Noticing the local guard about to falter, he decides to dig into his collected knowledge and offer them some much needed advice!
I'm going to use my Coordinate your Efforts! Move, directed at the local guard, in hopes that it will aid them, somehow.
Coordinate your Efforts!: 2d6 + 1 ⇒ (6, 6) + 1 = 13
+1 to their hack and slash rolls, and my insight provides an opening against the enemy that can be exploited! Also, what do I need to be on the lookout for?
Oi! Ya gits! Yer just gonna roll over and let a bunch of cultists take yer homes, hurt your wives and children?! Put yet backs into it! He shrieks at the guard, hopping up and down and shaking his cane angrily
You there! Shoulder to shoulder with the man next to ya, and I don't care what he smells like! You, the lost lookin fella! Yea, you genius! Pointy end towards the enemy! Step by step now, they ain't nothin special! He continues on in this manner as he watches the guards fight
| Astora, and Din |
Astora drops from the rooftop, avoiding the oncoming flames and aims to land beside Malachi, hearing the screams from the burning building within.
She drops a shoulder and rams the door with him.
"Looks like I'm saving you from yourself Mage."
Ok, I want to roll an Aid roll with Malachi here, which is a +BOND roll. I think we've got enough character interaction so far to have a bond along the lines of 'Malachi's power is dangerous and unbalanced, I teach him the balance of the wilds'.
If you're ok with this GM I'll go ahead and roll +1.
| DM Volsung |
[dice=HackSlash or DefyStr]2d6+0
Malachi holds up a finger to the Unhallowed. "Give us a minute, yeah?" Without waiting for a response, he throws himself against the door of the building, hoping to simultaneously create an escape route for those inside, and also be in a position to lure the creatures into the fire.
I am going to wait on Astora's roll to do this
Heeding to the words of Morr, Vulcarr hurries over to the church where the Unhallowed are trying to get in. Vulcarr runs up to them in full flame, and winds up his arms for the shot.
[dice=Hack and Slash] 2d6 +1
[dice=Damage] 1d8
You arrive in time to swat two of them aside, one goes flying into a nearby pillar, and goes down hard. the other is laying on the cobblestones, robes burning as he thrashed. the final one fishes out a bauble, a little gold... broach maybe? and hold it to the door, which flies off its hinges. What do you do?
Morr stares dumbfounded at the result of his shot, his jaw dropping for a moment before he recovers his wits. Noticing the local guard about to falter, he decides to dig into his collected knowledge and offer them some much needed advice!
I'm going to use my Coordinate your Efforts! Move, directed at the local guard, in hopes that it will aid them, somehow.
[dice=Coordinate your Efforts!]2d6+1
+1 to their hack and slash rolls, and my insight provides an opening against the enemy that can be exploited! Also, what do I need to be on the lookout for?
Oi! Ya gits! Yer just gonna roll over and let a bunch of cultists take yer homes, hurt your wives and children?! Put yet backs into it! He shrieks at the guard, hopping up and down and shaking his cane angrily
You there! Shoulder to shoulder with the man next to ya, and I don't care what he smells like! You, the lost lookin fella! Yea, you genius! Pointy end towards the enemy! Step by step now, they ain't nothin special! He continues on in this manner as he watches the guards fight
the guard rallies, holding the remaining Unhallowed in check, and allowing the citizens to retreat. however, you notice that to the north, bright purple flames burn. What do you do?
Also, could I get you to roll +WIS?
Astora drops from the rooftop, avoiding the oncoming flames and aims to land beside Malachi, hearing the screams from the burning building within.
She drops a shoulder and rams the door with him.
"Looks like I'm saving you from yourself Mage."
Ok, I want to roll an Aid roll with Malachi here, which is a +BOND roll. I think we've got enough character interaction so far to have a bond along the lines of 'Malachi's power is dangerous and unbalanced, I teach him the balance of the wilds'.
If you're ok with this GM I'll go ahead and roll +1.
I am fine with that, sounds like a good bond unless Malachi objects. Roll it up.
| Reno Jackson |
After dealing with the Unhallowed that was threatening Ancient Morr, Reno follows him to the church just in time to see the final remaining cultist use some kind of magic bauble on the door and knock it off its hinges.
"After him!" he shouts, brandishing his hand crossbow and trying to slow him down with a crossbow bolt to the leg.
Volley: 2d6 + 2 ⇒ (4, 5) + 2 = 11
Damage if successful: 1d6 ⇒ 3
| DM Volsung |
After dealing with the Unhallowed that was threatening Ancient Morr, Reno follows him to the church just in time to see the final remaining cultist use some kind of magic bauble on the door and knock it off its hinges.
"After him!" he shouts, brandishing his hand crossbow and trying to slow him down with a crossbow bolt to the leg.
[dice=Volley]2d6+2
[dice=Damage if successful]1d6
your shot brings down the last Unhallowed, and not a moment too soon. he had almost gotten inside the church, something Ancient Morr seems to regard as disatrous. only the arcane flames and two that harrass Astora & Malachi remain. What do you do?
| Reno Jackson |
Having adventured with Astora before, I know that she and her panther Din can handle almost any obstacle. That strange man with the weird clothing is also there to assist. Right now, my priority is firefighting.
| DM Volsung |
Having adventured with Astora before, I know that she and her panther Din can handle almost any obstacle. That strange man with the weird clothing is also there to assist. Right now, my priority is firefighting.
How are you doing that (like, what actions are you taking?)
Morr cackles as the guard rallies, nodding slowly before his attention is drawn to the purple flame to the north..
[dice=Purple flame?!] 2d6+2
There are sparks here, vague recollections of flames like these in Wrey, before the fall (or maybe during it). Vulkarr is immune to them, that much you know.
Malachi
Has this ever happened before? If so, what can extinguish these flames?
| Ancient Morr |
Morr frowns, as he remembers where he had seen these flames before. Grunting, he quickly turns to the guards
Hey! Don't just stare slackjawed! Finished what yer doin' and get a bucket brigade! A well, or a stream, Double time! That building ain't gonna stop burnin' less ya do somethin' about it! He shrieks at them shaking his cane and pointing at the magically burning building
Damn youth..*mumbles*..slackjawed and itchin' themselves while it comes apart around em... He grumbles to himself, lamenting the quality of this generation, before turning towards the church
Oi! Vulcarr! Get on over here! No need to stand over em and watch em twitch. We got things to do! He gestures towards the purple flame to the north, before slowly making his way towards it
| Astora, and Din |
Malachi, I think the first bond is great, particularly since it gives us a direction for our interactions, where the second one is sort of a 'status quo' bond.
Aiding Malachi: 2d6 + 1 ⇒ (3, 1) + 1 = 5
Well, that could've gone better... at least I'm marking XP
| Reno Jackson |
Reno nods quickly to Morr's shouted commands, gesturing at nearby people to grab buckets and water to start to put out the fire. Arcane flames like that could devastate a whole city sector if left unchecked!
| Vulcarr |
After watching the epic pummeling of the Unhallowed, Vulcarr hears Morr yapping about purple flames. As he makes his way over to the rest of the party, Vulcarr smashes the brains of the dead Unhallowed just make sure they were gone for good.
Should I roll for the smashing of brains?
Upon arriving to the burning building, Vulcarr inspects the building. He gently touches the building and feels the magic fire run through his body. Vulcarr looks at Malachi trying to push down the door. Allow me kind sir. He says this as he puts his boulders-like hands on the door. Vulcarr leans in on door, increasing his force, trying to open the doors.
Defy Danger: 2d6 + 1 ⇒ (4, 5) + 1 = 10
| DM Volsung |
Malachi, I think the first bond is great, particularly since it gives us a direction for our interactions, where the second one is sort of a 'status quo' bond.
[dice=Aiding Malachi]2d6+1
Well, that could've gone better... at least I'm marking XP
You leap down, but discover that the two Unhallowed have since put out their robes, they bar your path, knives drawn. Din also took too long savaging the unhallowed, and is now trapped behind the burning crates. What do you do?
Reno nods quickly to Morr's shouted commands, gesturing at nearby people to grab buckets and water to start to put out the fire. Arcane flames like that could devastate a whole city sector if left unchecked!
Sounds like Defy Danger +Con to get close to those flames. Does that sound right?
After watching the epic pummeling of the Unhallowed, Vulcarr hears Morr yapping about purple flames. As he makes his way over to the rest of the party, Vulcarr smashes the brains of the dead Unhallowed just make sure they were gone for good.
Should I roll for the smashing of brains?
Upon arriving to the burning building, Vulcarr inspects the building. He gently touches the building and feels the magic fire run through his body. Vulcarr looks at Malachi trying to push down the door. Allow me kind sir. He says this as he puts his boulders-like hands on the door. Vulcarr leans in on door, increasing his force, trying to open the doors.
[dice=Defy Danger] 2d6 + 1
No, the brains are smashed, no roll required
your fist brings down the door quickly (There are some benefits to your form)The flames feel odd on you. not bad, just unusual. Inside the building are two individuals, trapped in the flames. What do you do?
Malachi
Before Vulcarr helps you, you are hurt by the flames as you struggle to push the door down. take 1d8 ignores armour. What do you do?
| Reno Jackson |
Defy Danger: Con! Plus Morr's advice: 2d6 + 1 ⇒ (2, 4) + 1 = 7
Reno gasps and falls back slightly as the intense heat from the flames grows hotter and drives him back to his heels. He spills a small amount of the water over his clothes, but throws most of it on the flames successfully!
| DM Volsung |
[dice=Defy Danger: Con! Plus Morr's advice]2d6+1
Reno gasps and falls back slightly as the intense heat from the flames grows hotter and drives him back to his heels. He spills a small amount of the water over his clothes, but throws most of it on the flames successfully!
Sounds about right
the water doe little to quench to overall flames, but a bucket brigade is forming. What do you do?
| Malachi Constant |
1d8 ⇒ 5
HP: 20/26
Malachi gladly moves out of the way of the large fire creature as it knocks the door down, taking a moment to pat himself off from the flames. While he was fairly certain that this being would be of greater help to those inside than he would, it was his mess to clean up. He pulls his jacket up higher around his head, takes a deep breath, and charges in, determined to rescue the individuals.
Defy Danger Con: 2d6 + 2 ⇒ (5, 3) + 2 = 10
Assuming I can use Con for this since he's kind of haphazardly running into fire with little preparation aside from trying to not, you know, die. If not, with a Dex it'll be a 9.
| Reno Jackson |
For now, this is a time for "everyday heroism." Reno puts aside his desire to be a big center of attention, instead playing a part in the bucket brigade and continuing to fight the fire as best he can. I hope the others can stop the cultists before they do any more damage, the explorer thinks to himself, as he accepts another bucket of water and throws it in the direction of the fire.
Defy Danger Con: 2d6 + 1 ⇒ (3, 3) + 1 = 7