The Tower of Light - a Dungeon World Campaign (Inactive)

Game Master Dalton the Thirsty


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Image reference for the monstrous treasure chest

I'd post a full post but it's almost time for me to leave the office! Will post more this weekend, or on Monday at the latest. Happy weekend folks


Outsider (human) Barbarian 2 xp 2 HP 23/23, Armor 1, Damage 1d10 (+1sword, all weapons forceful and messy)

Cappy's hand has barely cleared the jaws before Xha's sword flashes down.

Hassan Chop!: 1d6 + 1d8 + 2 ⇒ (5) + (1) + 2 = 8, Damage: 1d10 + 1 ⇒ (5) + 1 = 6


As Cappy bravely advances to the rear, Xha leaps forward, eager to finally do some bloodletting! A green dot flares in your vision as the crowd assumes your viewpoint.

You're aware of their focus and it drives you to even greater reckless ferocity! Mechanically, your D8 was lower than your D6, meaning you get put in extra danger.

Courageously Xha stabs downward into the gullet of the mimic. You wound it, and you hear it screech in pain in a surprisingly human-like voice. Creepy. However, in your effort to kill it quickly you open yourself up to counterattack. The mimic bites down on your arm! The horrible treasure-chest looking monster begins hopping backward, dragging you forward with it!

As your feet cross the threshold, something Cappy's feet never did, the walls of the room begin to activate, pulling further away from the entrance, creating a lengthening room. The mimic is dragging you further into it! Take 1d8 damage!


Male Human | Cleric | HP: 16/20 | Armor +1 | Attk 2d6+1 | Dmg 1d6+1 | Cast Spell 2d6+2
Spells:
Rotes: Light | Sanctify | Guidance /// Lvl1: CLW | M.Weapon

Jarad pulls out his hammer and goes after the living-treasure bag and tries to smack it with his hammer,
"Leave us alone, you monster!" Jarad shouts in mid attack,
2d6 + 1 ⇒ (6, 6) + 1 = 13
Dmg: 1d6 + 1 ⇒ (2) + 1 = 3


Jarad, though your blow doesn't seem to have hurt it much, you did smack it right in the tongue drove it down onto one of its teeth! Xha is released from the mimic's grasp as it turns to you and lashes its tongue all around! Its long, grasping tongue lashes at you like a snake, attacking your wrist!


Outsider (human) Barbarian 2 xp 2 HP 23/23, Armor 1, Damage 1d10 (+1sword, all weapons forceful and messy)

Ow, armor: 1d8 - 1 ⇒ (3) - 1 = 2

"Out of the room!" Xha vaults towards the doorway (and through it into the hall way if he can) Defy danger if needed: 1d6 + 1d6 ⇒ (5) + (4) = 9 Either Dex+1(speed) or Str+2(jumping distance) could apply but with that roll it may not matter.


Xha, you bunch up your legs and leap across the room toward the door. The room continues to lengthen as you jump as fast as you can, and you dodge the two pits that open up in your path as more of the stone floor pulls away from the open doorway. Behind you the mimic is savagely turning its attention to Father Jarad, its chest-lid mouth flapping open and shut, open and shut rapidly, exposing two rows of perfectly white sharp teeth.

Xha, you've navigated through the hazards the opening room is creating, but as you run toward the door, the room lengthens at the same pace! What do you do?


Male Human | Cleric | HP: 16/20 | Armor +1 | Attk 2d6+1 | Dmg 1d6+1 | Cast Spell 2d6+2
Spells:
Rotes: Light | Sanctify | Guidance /// Lvl1: CLW | M.Weapon

"Bad idea!" Jarad shouts as he battles the mimic.

I am in danger of the pits? or can I continue to fight the mimic in a safe position?


The pits were opening up in the floor between Xha and the exit as the room lengthened. He was able to vault over them, leaving you on the other side of the pit with the Mimic.


Outsider (human) Barbarian 2 xp 2 HP 23/23, Armor 1, Damage 1d10 (+1sword, all weapons forceful and messy)

{Knew there was a reason I wanted this..}

Replacing his sword Xha shrugs the lariat into his hand. With a twirl and a throw the looped rope sails over the pits towards the fighting duo. Volley, dex?: 1d6 + 1d8 + 1 ⇒ (2) + (5) + 1 = 8 Hmmm, don't really care who I hit. Snag Jarad and pull him free, catch the box and pull it into a pit. Not sure how to fit this into the move structure.


Male Human | Cleric | HP: 16/20 | Armor +1 | Attk 2d6+1 | Dmg 1d6+1 | Cast Spell 2d6+2
Spells:
Rotes: Light | Sanctify | Guidance /// Lvl1: CLW | M.Weapon

Don't pull me to the pit :(


Outsider (human) Barbarian 2 xp 2 HP 23/23, Armor 1, Damage 1d10 (+1sword, all weapons forceful and messy)

You go over the pit, box go into the pit. All good


Outsider (human) Barbarian 2 xp 2 HP 23/23, Armor 1, Damage 1d10 (+1sword, all weapons forceful and messy)

Hmmmm I wonder what a forceful and messy lariat looks like?


Flipping a coin, 1 means you hit Jarad, 2 means you hit the Mimic.: 1d2 ⇒ 2

Xha, your lariat smashes the Mimic right in the center of the tongue, roll your damage forcefully and messily! The Mimic shrieks in pain as you target inside its outer treasure chest armor, and the rope catches on one of its sharp teeth. You're able to gradually drag it toward the pit as it wrestles with Jarad, however, it's pulling you almost as much as you're pulling it! Your feet slip on the earthen floor as the sound of rumbling stone surrounds you and the pit yawns directly under your toes!

Cappy, Quill, you see Xha struggling to rescue the cleric from the treasure beast, what do you do?


Outsider (human) Barbarian 2 xp 2 HP 23/23, Armor 1, Damage 1d10 (+1sword, all weapons forceful and messy)

How am I doing damage with a rope?

Defy Danger to resist being pulled, str: 1d6 + 1d8 + 2 ⇒ (1) + (4) + 2 = 7

"Jarad! Shove!"

{seriously, some aid will put the mimic in the pit.}


You're a barbarian, that's how!


Outsider (human) Barbarian 2 xp 2 HP 23/23, Armor 1, Damage 1d10 (+1sword, all weapons forceful and messy)
DM Frogfoot wrote:
You're a barbarian, that's how!

{Good point, Whip it. Whip it good!: 1d10 ⇒ 5}


Male Human | Cleric | HP: 16/20 | Armor +1 | Attk 2d6+1 | Dmg 1d6+1 | Cast Spell 2d6+2
Spells:
Rotes: Light | Sanctify | Guidance /// Lvl1: CLW | M.Weapon

Jarad tries to free himself from the mimic and then push it to the pit...
DD Str: 2d6 + 1 ⇒ (5, 5) + 1 = 11


With a roar Jarad is finally able to free himself from the injured mimic. You stumble as the rope helps to yank the mimic, and with a shriek, the treasure-chest monster is shoved into the pit.

From elsewhere in the castle, you hear a thunderous crash that shakes all of you, nearly knocking you off your feet. The room is no longer moving. What do you do?


Male Human | Cleric | HP: 16/20 | Armor +1 | Attk 2d6+1 | Dmg 1d6+1 | Cast Spell 2d6+2
Spells:
Rotes: Light | Sanctify | Guidance /// Lvl1: CLW | M.Weapon

"It seems that the golem king is awake now...how do I get back?" Jarad looks around the room on his side, maybe there is an exit or something he can use..


The walls and floor are bare and unadorned, ending in a nondescript flat wall on the far side of the hallway. The sound of cheering arises from a ways off that you can faintly hear from where you are.


Outsider (human) Barbarian 2 xp 2 HP 23/23, Armor 1, Damage 1d10 (+1sword, all weapons forceful and messy)

Is the manic box still manic? It took a nasty fall.


You can hear muffled snarling coming from down in the pit. Looking down into it, you see that the lid of the treasure chest box has been impaled on a spike, but it's continuing to struggle.


M Halfling Thief 1

Is Cappy's rope still attached to anything? Can that be used to get/help Jarad?


That depends, did you hold on to it when the room began pulling away from the doorway? If you did, then the light fixture that you attached the rope to would've been dragged into the pit as well, and you still have the rope, though the torch would've fallen in.

If you take a few steps into the room, Jarad's section of the floor moves away from the doorway. This effect stops when you stop walking forward.


Male Human | Cleric | HP: 16/20 | Armor +1 | Attk 2d6+1 | Dmg 1d6+1 | Cast Spell 2d6+2
Spells:
Rotes: Light | Sanctify | Guidance /// Lvl1: CLW | M.Weapon

"Does anyone with us have a levitate magic or something?" Jarad shouts from the other side.


Outsider (human) Barbarian 2 xp 2 HP 23/23, Armor 1, Damage 1d10 (+1sword, all weapons forceful and messy)

Xha hauls up the lariat. Box still attached?

If yes. Drop box back onto spikes. Repeat as needed. If box stops moving, bounce it off the spikes again to be sure and then haul it up. "Hold on Jarad, we can pull you across once I get my rope back."

If no. Xha loops the lariat towards or over Father Jerad. "Tie that tight. We can haul you across." Xha tosses the free end to Cappy (and Quinn if they are about). "When Jarad jumps, pull, we need to keep him off those spikes."


Xha is able to retrieve the rope from the pit with a bit of jiggling to get it off of the Mimic's sharp teeth. Jarad, do you follow with this plan? You'll need to jump across, which is a Strength roll, and Xha will be assisting with a Strength roll of his own. Quill or Cappy can roll an Aid check to assist Xha. :)


Male Human | Cleric | HP: 16/20 | Armor +1 | Attk 2d6+1 | Dmg 1d6+1 | Cast Spell 2d6+2
Spells:
Rotes: Light | Sanctify | Guidance /// Lvl1: CLW | M.Weapon

I'll trust Xha

"If you let me fall on those spikes, I'll come back and haunt you!" Jarad shouts from the other side, he ties the lariat around him and tights it, he pulls it to check if it's secure.
Great Boran, give strenght to make it alive and keep watch on these adventurers.
He backs up all the way he can, grabs some breath and starts running. Using all his strenght he jumps on the last second lifting all of his weight in the air and...
2d6 + 1 ⇒ (4, 6) + 1 = 11


M Halfling Thief 1

We never made bonds so how do we roll aid? Just 2d6? Plus what?


Let's do this. You decide what modifier you want to use - but you have to write up a good Bond with Xha that makes sense for each point you assign yourself.


Outsider (human) Barbarian 2 xp 2 HP 23/23, Armor 1, Damage 1d10 (+1sword, all weapons forceful and messy)

[dice="Pull!"]1d6+1d8+1[/dice]

{So a plus one to Jarad's roll and a bit of danger. I'll take it.}


Jarad takes a mighty leap across the pit, his agility defying his seeming age. Xha, your complication doesn't come into play, due to Jarad's successful roll. You almost lose your footing, but retain it.

When all of your feet touch the ground on the closer side of the pit, the room immediately begins to reset itself to its original configuration. The pit closes over, and the impaled body of the Mimic rises from the spikes below. It's being held aloft by some kind of magic, not by itself; it hangs there limply, with no trace of its earlier ferocity.

When the room is reset and the Mimic is suspended in midair, the Mimic's body fades away into a greenish gas. The gas swirls, filling the room and briefly obscuring your view; when the gas dissipates a moment later, where you formerly saw a plain room with torch sconces, you see a fine hallway lined with red carpeting and adorned with art all over the walls. What do you do?


Male Human | Cleric | HP: 16/20 | Armor +1 | Attk 2d6+1 | Dmg 1d6+1 | Cast Spell 2d6+2
Spells:
Rotes: Light | Sanctify | Guidance /// Lvl1: CLW | M.Weapon

Jarad will walk careful in the hallway, looking at the art in the wall, maybe there is a clue in there...

"Be careful, has anyone seen this hallway before?" He ask to the army of adventurers that they gathered.


Father, as you proceed down the hallway, you see that it stretches about 30 yards before bending to the left. All along the walls here are art, and looking more closely you see that they are portraits. Uniformly, the people posing for the portraits are glaring down at the hallway over which they preside. The effect is somewhat unsettling.

At the end of the hallway, where it bends to the left, you see part of a suit of armor poking out beyond the corner.


Male Human | Cleric | HP: 16/20 | Armor +1 | Attk 2d6+1 | Dmg 1d6+1 | Cast Spell 2d6+2
Spells:
Rotes: Light | Sanctify | Guidance /// Lvl1: CLW | M.Weapon

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

Damn :(


Outsider (human) Barbarian 2 xp 2 HP 23/23, Armor 1, Damage 1d10 (+1sword, all weapons forceful and messy)

"Ha! More folly!"

Xha strides down the corridor.


Hey guys. I hate to bring this adventure to an early end, but I feel that it's in the best interests of all of us to do so. Despite recruiting new people several times to the campaign, the pace just hasn't been what it needs to be, and attrition has taken its toll on my interest in continuing. I take responsibility for some of that myself; I could've made things more interactive, made the world more interesting and detailed, drawn out more response. Oh, well...Chalk it up to experience.

I'm going to turn out the lights on this world for now. I will reach out to you each if/when I start up another campaign on these boards, as I enjoyed your characters immensely. The spiritualism of Father Jarad, Cappy's casual opportunistic thievery, and Xha's leadership were all fantastic for me to read, and I want to thank you all for participating for as long as it ran.


Male Human | Cleric | HP: 16/20 | Armor +1 | Attk 2d6+1 | Dmg 1d6+1 | Cast Spell 2d6+2
Spells:
Rotes: Light | Sanctify | Guidance /// Lvl1: CLW | M.Weapon

Well, it was very fun :D My first Dungeon World game and I love the system. thanks for giving us a chance at the game and introducing (for me) to the system.

If you make another game or continue this one, just pm me! ;)


I definitely will. Thank you for being a great player Jarad, I'm really happy you stuck with it for as long as you did.


M Halfling Thief 1

Well if anyone wants to run a game on Google Hangouts/Roll20 I'd be up for it. Can GM too.

Thanks for running a fun game, sorry it's come to an end!!


Thanks Cappy.

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