The Sanguine Forest - Group Play - (DW)

Game Master AlexGoesLow



MAKING THE SWITCH OVER FROM AN EMAIL PBP GAME SO HERE IS THE SUMMARY OF WHAT HAS HAPPENED SO FAR. SORRY IF THE FORMATTING IS WEIRD OR IT CAUSES CONFUSION. ALSO, I'VE NEVER RAN A GAME BEFORE SO I AM LEARNING AS I GO.

-The wood that wouldn’t die-

Between Altai and Nekesti, the greying firs and skeletal
birch trees become more dense and inhospitable. This is
the final resting place of Mamut, the necromancer’s
favoured beast. His bones lie here still, jutting from the
ground like rotten teeth. Smart travellers do their best to
avoid this cursed place - and the wild, enigmatic creatures
that nest within Mamut’s ossified corpse.

You come up on an encampment, just outside The Sanguine Forest, and see the Templar sitting around the fire, and you can't help but wonder why they aren't culling the Satyr threat?

Roruke: ask the templar what is going on? roll:19/20

GM: The captain, Thormel, approaches you.
"You! Paladin! Although it is none of your affair, it is my duty to warn you not to enter the Sanguine Forest. Not even your God can save you in there. A powerful darkness grows at its heart, a darkness so pure and abysmal that not even the Templar can eradicate alone. On your way, this does not concern you. Consider yourself lucky I've disclosed what I have."

Thormel does not seem like a man easily swayed.

Roll 2d6+cha (modifier) to see if you can pry any more info out of him with your silver tongue.

Roruke: rolled: d6=2,d6=5

GM: Ask a specific question to Thormel! Your linguistic skills and sharp wit may just reward you with something!

Roruke: We would like to adventure forward. What was keeping you from defeating the darkness and do you think we could defeat it together?

GM: "You think you want to step foot in there? A brave soul indeed. I'm unsure of you outsiders *gestures to the others* but with you two, we have skillsets outside of the Templar training. It just may work. But I must warn you, you must be willing to lose your lives in there. Beyond that treeline lies horrors like you've never seen. These horrors will contort your psyche, disfigure your soul, and pick the flesh right off your bones."

The party is now faced with the decision of whether or not to move forward and accept Thormel's offer.

Roruke: "We accept your offer and head your warnings. It would be my honor to trudge forth onto the battlefield with a fellow soldier of the light! No darkness can conquer our daring party of warriors."

GM: Thormel accepts the challenge with a hearty handshake.

"Here" he grunts as he tosses you two maps. "figure you oughta know the terrain."

[add 1 map each to your inventory]

*the camp was set up near mount femur (#1) for reference as to where you will be entering*

Roruke:"Where do you suggest we go from here Thormel?"
GM:"It is dark and the last thing we want to do is give those creatures the upper hand. We ought to wait until morning to enter the forest."

You've been at the camp for the better part of the day and are feeling the tolls its taken. Consume 1 ration. [I'll deduct them from your inventory].

Night watch shift rotation has started. I need all players to roll 1d10 for me. No modifiers.

Roruke:"That would be a good plan. We need to rest up and renew our strength for the marrow." 1d10=4

GM:Per request, I'm going to proxy roll for Kayla since she is at work and doesn't have a dice roller app yet. She's getting one tonight, we just need this to progress.

Proxy Roll = 7

Thormel points at Rad and says "You! Barbarian! You take the first watch. Everyone else? Rest up."

The camp falls eerily still and quiet, leaving Rad the Red alone to patrol it's borders. The air is cold and the wind is sharp. A stark difference from the fairly warm day. It's as if night brought winter with it.

Rad: Rad grabs a stone and climbs to a nearby tree to look over the camp.

He pays special attention to the Paladin and Templar, remarking to himself, What folly of men, to trust in anything but onself and sharpened steel.

He then begins to rhythmically sharpen his sword, making sure to be as quiet as possible so his companions do not wake.

GM:Two glowing eyes can be seen in the distance, 40-50 yards out. It's hard to tell with your untrained eye. You can see they're moving towards you and listing in a lazy arc. Making no sound, but coming quick. What do you do?

Rad:Two glowing eyes can be seen in the distance, 40-50 yards out. It's hard to tell with your untrained eye. You can see they're moving towards you and listing in a lazy arc. Making no sound, but coming quick. What do you do?

GM:Can you roll+dex for me?

Rad:Roll+dex = 4

The stone misses Nymphadoruh by a foot and the eyes are 10 yards out. You're in a tree and out of stones to throw, Rad. You better act fast.

Rad:Rad curses his poor pitching technique, grips his sword, and jumps down into the path of the oncoming creature.

He takes a mighty breath and hollers, "Who there stalks in the night like a frightened doe? Face me!" both to intimidate the possible threat and wake his fellow adventurers.

((Move: What Are You Waiting For?: Roll + CON = 7.))

Your yell has his attention, and also woke up Nymphadoruh and Roruke luckily, as another set of eyes appears to the right of Roruke in the fog.

The immediate threat being that these creatures, direwolves, are out for blood. The first one you saw is now upon you Rad, and his knife-like claws are coming straight for you as he leaps across the campfire. How do you react?

Roruke, you seem to have garnered the attention of the second, but he has a 20yd gap to close between you two. What are you going to do?

Nymphadoruh, you are free of attention, best to use this time wisely to prepare your spells!

Rad:No time to think of anything too intricate, Rad hatches a quick plan. Steeling himself, he winds up his greatsword and then releases a forceful swing, trying to wound the beast but also knock it back into the fire it just leaped over.

((Move: Hack and Slash. Roll + STR = 9. Damage: 1d10+1 = 10. Not bad!))

Rad's sword cuts the direwolf's head off with ease, severed cleanly between two vertebrae. The body lay at his feet, the head tumbles into the fire, filling the air with the putrid smell of burning hair and melting flesh. After the killing blow is delt, Rad can see that one of the Templar footmen lie gutted in his cot, but where did the third attacker come from?

Roruke and Nymph, we're still waiting on reactions from you two.

Roruke:Roruke quickly grabs his shield abd sword as he dashes at the dire wolf. He clutches his shield close to his chest and rears his sword up above it. Roruke uses charge granting everyone +1 that follows
(Roll 1d10=7+1str mod)

Roruke's strike lands on the direwolf!

Roll for damage!

Roruke: Roll for damage 1d10=4

GM:Roruke, you've wounded it! But with the blow came a loud call from the direwolf, as though it was signalling something. You better kill this thing quickly!


Male Human Cleric HP- 25/25, DMG: d6, (STR-15) (DEX-9) (CON-17) (INT-13) (WIS-8) (CHA-11)

While wandering along the path near the Sanguine Forest, Marcus hears the cry of direwolf. Marcus hastily moves toward the sound and comes to a camp.

I wasn't sure when you were going to introduce me, but I figured to keep this thing rolling I'd offer that I was happening upon the encampment and sprint to see what the commotion was.

Without warning, Marcus hurls his spear toward the wounded direwolf!

Would this classify as a Volley attack or Hack n Slash?

Spells Remaining:
Rotes: Light, Sanctify, Guidance /// Level One Spells: Cure Light Wounds (1d8) Heal, Sanctuary (perimeter) spell, and (1d4) Heal


Male Outsider Barbarian 1

While Roruke and the newcomer battle the other wolf in the background, Rad takes a closer look at the immolated body of Thormel.

Discern Realities: 2d6 + 0 ⇒ (5, 1) + 0 = 6

7-9:
What happened here recently?

10+:
What happened here recently?

Who's really in control here?

What here is useful or valuable to me?


Marcus, it is a Volley, roll+Dex

Rad looks at the charred body of Thormel, but it's too far gone for him to determine anything.


Male Human Cleric HP- 13/13 AC- 15, FLAT- 15, Touch- 10: (STR 16) (DEX 11) (CON 15) (INT 11) (WIS 13) (CHA 13) / (INI +5) (REF +0) (FOR +2) (WIL +3) Skills: Knowledge- Arcana/Religion, Heal, Spellcraft

Volley Result: 2d6 + 0 ⇒ (2, 4) + 0 = 6

Curses!


Male Human Cleric HP- 25/25, DMG: d6, (STR-15) (DEX-9) (CON-17) (INT-13) (WIS-8) (CHA-11)

Oops! That was on my default profile. My apologies. That is for Marcus.


Male Outsider Barbarian 1

At least you get to mark your first XP, Marcus! Although now that spear throw is going to result in something extra bad happening.


Male Human Cleric HP- 25/25, DMG: d6, (STR-15) (DEX-9) (CON-17) (INT-13) (WIS-8) (CHA-11)

It may not be horrible, horrible... right? LOL

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