War on the Skaven in Dungeon World (Inactive)

Game Master DM Mooshybooshy, "the Foolish"


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Human Channeler 5 | Attunement: Air| XP 7 | S-1 D 0 C+3 I+1 W+1 (*0) C+1 | HP 28 /28 | Armor 1 (temp: 0) | Elemental Control: 3 | Defend:0

"yeah... sorry about that. When I woke up I had the scene in my head, I know I did. But then I noticed the sand, and it slipped away from me like it always does." Dhice is like an open book at the moment. He's angry that he can't remember his terrifying dream, embarrassed to have disturbed everyone, flummoxed about the amount of sand on the floor and just generally out of sorts at being the focal point of everyone in the room (who actually woke up).

"I'll take a shift on watch, I don't want to go back to sleep anyway."

Moosh, did we trigger the "make camp" move, which would allow everyone to heal an amount equal to half their max HP?


Yes sir!


Male Human - 1/battle, reroll any single damage roll. 5th lvl Fighter | Exp: 8 | Base Damage: 1d10 | Armor: 4 | Hit Points: 17/26

I hold my coin, waiting for a message. I assume that's what we all do.


When you pick up the coin from your pocket and hold it flat in your palm, Wicks appears as a ghostly image over it, the halfling reduced in size to merely a few centimeters. The image of Wicks appears over every coin that is held flat in the palm of the hand, not just Grigor's. As the image looks around, you can hear Wicks' voice whistling. "Wow," he begins, "Tollerhelm looks to be a little better off than I imagined it would." The halfling looks around at the library you're all sitting in, then notices Dhice laboring to empty sand over the balcony's edge. The halfling narrows his eyes, but doesn't comment.

"So, what's to report?" the halfling wants to know.


Male Human - 1/battle, reroll any single damage roll. 5th lvl Fighter | Exp: 8 | Base Damage: 1d10 | Armor: 4 | Hit Points: 17/26

"We've made contact with friendlies in the form of 3 dwarven sisters who are maintaining a steadfast in a library. The city has an infestation of at least one kind of magically enlarged insect species, but they appear to be non-aggressive at the moment and are living underground. We have confirmed that it was the Skaven that attacked and ransacked the city and believe they still maintain a presence in the mine at the center of town. That mine's entrance is currently covered by several tons of rock, and we plan on using Dhice's talents to begin an expedition into the mine to attack the Skaven by mid morning... How are you?"


Human Channeler 5 | Attunement: Air| XP 7 | S-1 D 0 C+3 I+1 W+1 (*0) C+1 | HP 28 /28 | Armor 1 (temp: 0) | Elemental Control: 3 | Defend:0

"T... T... Tons?" blurts Dhice, as he hears a wrinkle in the situation that he was previously unaware of.


Invisible, All-Seeing Elven Ranger 4 | HP 21/21 |Armor:2 | XP:5 | Str:9(0) Dex:18(+3) Con:13(0) Int:12(0) Wis:16(+2) Cha: 8(-1) Spells: (Rote) Guidance, Sanctify, Light | Lvl 1: Magic Weapon, Bless, CLW

Close your mouth, Dhice. It's not flattering. You won't be moving it all anyway. Just enough to get us in. Archepex chastises.


Male Human Necromancer 1 | HP 9/13 (22) | Armor 0 | Damage 1d4 | XP 3 | coins 14

"I could get some information from these rat beasts if needed." The Speaker sets down his stew and absently rubs his pendant. "Dead rats tell tales the same as any other."

"Alternatively, I could lend some aid to Dhice when we clear the mine entrance. Surely the dwarvish defenders felled one of those rat-ogres before they died."


Male Human Thief | Lvl 1.09 | HP: -1/18 | Armor: 1 | STR 0 | DEX 2 | CON 0 | INT -1 | WIS 1 | CHA 1

Morley wakes to the conversation between Grigor and Wicks. He never gave me a magic coin...

Seeing that the dwarves have not yet entered the room, Morley idly inspects the bookcase, ever curious about the intricacies of dwarven craftsmanship.

Discern Realities trying to understand passage mechanism: 2d6 + 1 ⇒ (2, 6) + 1 = 9

Asking, what should I be on the lookout for? Also, I'm a bit confused, is it the morning?


"We're fine," Wicks reports. "I've got a few of our swiftest out establishing a scouting perimeter, surrounding Tollerhelm and its mine. The plan is to close a net around the mine as you flush it out, to prevent any Skaven from escaping and telling the tale." It's a strategy that Mousetrap Company has used with grim effectiveness against the Skaven before, but always against camps, not a full underground stronghold...still, if Wicks felt any trepidation, he didn't show it.

The halfling image grins up at each person holding a coin of communicating. "Good work finding survivors in the town. They might prove of use helping to find good loot in the town, if any remains."

"Report in again tomorrow at dusk or if something goes wrong. Good luck, rest light tonight." with that, the image winks out. Morley, It's almost 10 PM, getting rather late in the evening.

There is time during the night for the Make Camp move, as well as Level Up. You may also resolve bonds, though we will not be asking the End of Session XP questions quite yet.

The watch overnight passes uneventfully. From your vantage point on the second-story balcony of the tall building the dwarf sisters reside in, anyone who is standing watch (or Dhice, dumping out his magical sleeping sand) can hear the distant sounds of Skaven voices on patrol. You also realize why the waterway nearby is known as "Mist River." A heavy condensation hangs in the air through the evening, making it near-impossible to see more than 80 meters off.

It's morning, and although the sun hasn't risen yet, you can smell faintly the odor of cooking stew coming from the other room where the dwarf sisters were sleeping. It's a quiet, still morning. Not a sound stirs in Tollerhelm. What do you do?


Male Human - 1/battle, reroll any single damage roll. 5th lvl Fighter | Exp: 8 | Base Damage: 1d10 | Armor: 4 | Hit Points: 17/26

Get everyone up and prepped for expedition.


Rikard wakes in the early morning completing his prayers to his Lord of Stars, moving around he looks at Dhices fine craftsmanship and coos with appreciation.

When Dhice awakes he will make sure to remark " Friend Dhice that door there, was a beautiful bit of work and im glad we could leave such a strong barrier behind for our friends here"


I forgot to tell you, Rikard - your question posed to the Lord of Stars was answered in a dream last night. You had a vivid nightmare - images of rats striking at you from the shadows, preventing you from reaching your goal. However, at the bottom of a deep well whose bottom cannot be discerned, starlight reveals a great treasure. Slay the Skaven, bring praise to the Lord of Stars, and a holy gift will be discovered, you are sure of it.


Male Human Thief | Lvl 1.09 | HP: -1/18 | Armor: 1 | STR 0 | DEX 2 | CON 0 | INT -1 | WIS 1 | CHA 1

Morley awakens and checks his gear, counting his arrows and testing the point of his rapier. Satisfied, he knocks on the door to the room where the sisters were sleeping.


Female Ousider (human) Barbarian 3 HP: 23/23 | Base Damage: d10 | Armor: 1 | Str: +2, Dex: +1, Con: +1, Int: -1, Wis: 0, Cha: 0 | XP: 3

Bathilda was already awake when Grigor awoke. She'd been silently keeping the last watch and was glad eto be able to get up and stretch the kinks out of her shoulders and neck.

Feeling much better than she had about this time yesterday, she was in a rather chipper mood.

"Mornin'! Ready to relieve some rats of their heads," she asks the others as she begins to fix herself some breakfast. Given how much food she could, and did when she could get away with it, pack away, it was a wonder that she wasn't five times wider.


Human Channeler 5 | Attunement: Air| XP 7 | S-1 D 0 C+3 I+1 W+1 (*0) C+1 | HP 28 /28 | Armor 1 (temp: 0) | Elemental Control: 3 | Defend:0

Dhice is uncharacteristically enthusiastic in accepting Rikard's compliments. His love of the craft and obvious skill with stonework really shines through, and he soaks up any compliments like a sponge. "Thanks Rikard. Do you see how the corners are double-beveled, to coordinate with the ballisters over near the stairs, and the crown moulding that frames these bookcases? I wanted to make sure that the overall vision of the original architect was upheld in--" he stops as he notices the glazed looks and salvages the conversation by looking at those nearby and saying, "I'm going to get some breakfast, can I get you something?"


Invisible, All-Seeing Elven Ranger 4 | HP 21/21 |Armor:2 | XP:5 | Str:9(0) Dex:18(+3) Con:13(0) Int:12(0) Wis:16(+2) Cha: 8(-1) Spells: (Rote) Guidance, Sanctify, Light | Lvl 1: Magic Weapon, Bless, CLW

The next morning just before dawn touches the sky, Archepex wakes with a start. He feels called... higher. Like the ground is repelling him. He climbs out into the roof, to the peak, then on top of a chimney. Until he is as high as he can be. There he sits on the balls of his feet, hunched, arms spread for balance. There he remains for the better part of an hour as dawn breaks and his soul flies with Mule as he returns from the morning hunt.


Archepex rises before the sun and greets it from the house's rooftop. From this vantage point you're able to see all of Tollerhelm around you; and the sight of the town, while peaceful in the dawn's light, is not exactly pretty. The ranger sees devastation everywhere he looks; bombed out buildings where fireball spells exploded, wreckage everywhere, whole streets that are completely blocked by debris.

When he climbs down again, everyone else is awakened from their relatively restful sleep and breakfast is being doled out by the dwarf sisters Freya and Gerda. It's a simple stew, but it's filling enough to get you up on your feet.

Helga is silent throughout breakfast. Just a few moments after everyone has sat down to eat, before everyone has a chance to finish, she stands, setting her empty bowl aside, stating that it's time to go, in a grim voice. She forbids Freya from following you all, and the younger dwarf frowns and goes back to her room without another word. Gerda is allowed to do as she pleases...

Helga gives you a few moments to gather your things, and then leads you out via the balcony rope ladder, which she throws over the far side of the barricade. She clambers down first and holds the rope at the bottom for everyone else to climb down more steadily.


Male Dwarf Barbarian 0 (Dreadnought, Invulnerable Rager), Fighter 1 ()
Stats:
HP: 16, Initiative: +1, Perception: +3, Sense motive: +3, AC: 20 (T: 12, FF: 19), CMD: 16, Fort: 5, Refl: 1, Will: 3

"A decent, tasty meal, were we eatin' it back in one of Rhonds taverns." Hjalmar remarked, having just finished his bowl by drinking the stew from it like a cup. "Under the circumstances though, this be approachin' fine dinin'. My thanks ladies."

Getting up, he did a few morning stretches as he was wont to do, having had no time before now as he had risen from his slumber only when the bowl had been showed into his hands. His assorted equipment and patches of chainmail and plate which were strewn about his patchwork armor, jingled vigorously, punctuated by the occasional loud crack of vertebrae.

"Ready as ever lass, though as usual ill be removin' brains rather than heads." He replied to Bathilda rolling his arms in their sockets a few times, before hefting his rifle with a nod.


Human Channeler 5 | Attunement: Air| XP 7 | S-1 D 0 C+3 I+1 W+1 (*0) C+1 | HP 28 /28 | Armor 1 (temp: 0) | Elemental Control: 3 | Defend:0

After finishing his stew and thanking the ladies for it, Dhice rolls up his sleeves and sets to treating his arms with his favored balming ointment. He tries to make it look like he doesn't care what a ridiculous image he presents, dabbing ointment on his arms amidst the weaponry and armor assembled around him, but everyone can tell that it bothers him to put on such a display. Still, those arms must hurt like the blazes if he's willing to look so foolish in front of the whole company.

Finally he looks up and sheepishly says, "Well, as they say, 'roll up your sleeves and get to work!'"


Male Human Thief | Lvl 1.09 | HP: -1/18 | Armor: 1 | STR 0 | DEX 2 | CON 0 | INT -1 | WIS 1 | CHA 1

Morley nimbly climbs down the rope ladder after Helga, notches an arrow, and slinks into a shadowed spot as the rest of the group follows. He scans the surroundings carefully.


Invisible, All-Seeing Elven Ranger 4 | HP 21/21 |Armor:2 | XP:5 | Str:9(0) Dex:18(+3) Con:13(0) Int:12(0) Wis:16(+2) Cha: 8(-1) Spells: (Rote) Guidance, Sanctify, Light | Lvl 1: Magic Weapon, Bless, CLW

Archepex departs last after breakfast but quickly finds his way to the front of the group. It's where the scout belongs, after all. His leathers make not a sound and his feet only a whisper as he glides across the ground. His eyes scan the ground level as Mule circles above on overwatch.


Male Human Thief | Lvl 1.09 | HP: -1/18 | Armor: 1 | STR 0 | DEX 2 | CON 0 | INT -1 | WIS 1 | CHA 1

Morley falls in behind Archepex, leaving a fair amount of distance between the scout and the rest of the group. He carefully attempts to mimic his former teacher's movements, hoping to continue to learn despite his fall from the ranger's good graces.


Female Ousider (human) Barbarian 3 HP: 23/23 | Base Damage: d10 | Armor: 1 | Str: +2, Dex: +1, Con: +1, Int: -1, Wis: 0, Cha: 0 | XP: 3

Bathilda finishes eating then clambers down the rope, dropping the last few feet. She follows behind Archepex, but not so closely that her chainmail gives him away.


Human Channeler 5 | Attunement: Air| XP 7 | S-1 D 0 C+3 I+1 W+1 (*0) C+1 | HP 28 /28 | Armor 1 (temp: 0) | Elemental Control: 3 | Defend:0

Dhice sticks to a location that's mid pack, probably near MykMyk and behind Grigor. He's got his eyes peeled but relies mostly on others for direction in circumstances like these.


Male Human - 1/battle, reroll any single damage roll. 5th lvl Fighter | Exp: 8 | Base Damage: 1d10 | Armor: 4 | Hit Points: 17/26

Start making our way to the mine's entrance, being careful to send out scouts and not expose ourselves to too many chances for ambush. Who's our best scout when it comes to Discern Reality?


Male Human Thief | Lvl 1.09 | HP: -1/18 | Armor: 1 | STR 0 | DEX 2 | CON 0 | INT -1 | WIS 1 | CHA 1

Mykmyk and Archepex are tied for the highest wisdom modifiers for Discern Reality. I would nominate Archepex because it is his character concept and because of his superior dex modifier.


Invisible, All-Seeing Elven Ranger 4 | HP 21/21 |Armor:2 | XP:5 | Str:9(0) Dex:18(+3) Con:13(0) Int:12(0) Wis:16(+2) Cha: 8(-1) Spells: (Rote) Guidance, Sanctify, Light | Lvl 1: Magic Weapon, Bless, CLW

And the fact that Mule gives me a +2 when he can reasonably assist. :)


Male Human Thief | Lvl 1.09 | HP: -1/18 | Armor: 1 | STR 0 | DEX 2 | CON 0 | INT -1 | WIS 1 | CHA 1
Archepex Ravenborn wrote:
And the fact that Mule gives me a +2 when he can reasonably assist. :)

Overpowered! ;)


Human Channeler 5 | Attunement: Air| XP 7 | S-1 D 0 C+3 I+1 W+1 (*0) C+1 | HP 28 /28 | Armor 1 (temp: 0) | Elemental Control: 3 | Defend:0

discern realities really isn't a DW "perception check". Moosh will have to explain exactly how he wants to run things, but generally DW requires the gm to "say what honesty demands". If you explain that your character is diligently scouting ahead then you'll intercept and notice the ambush before we walk into it. The fun lies in how we handle it. You might, for example, then have to defy danger to return and warn us about it in time.
Tldr ; you can be a great scout with crappy wisdom if its in character.


Invisible, All-Seeing Elven Ranger 4 | HP 21/21 |Armor:2 | XP:5 | Str:9(0) Dex:18(+3) Con:13(0) Int:12(0) Wis:16(+2) Cha: 8(-1) Spells: (Rote) Guidance, Sanctify, Light | Lvl 1: Magic Weapon, Bless, CLW

This is true.


Male Human Thief | Lvl 1.09 | HP: -1/18 | Armor: 1 | STR 0 | DEX 2 | CON 0 | INT -1 | WIS 1 | CHA 1

Morley will keep an eye out for a yellow ribbon.


Male Dwarf Priest 1 - HP: 20/21 | Damage D6 | Armor : 1 | XP: 2

Myk-Myk rises early and finds a sunlit spot for his morning service. He sets out a small mat, removes his necklace and carefully places it in the middle of the mat. He closes his eyes, folds his hands and says a small prayer of thanks to Valaya. He signs himself of the Mountain Home and then opens his eyes, and packs up his sacred items.

"Dhice, friend of mine, I was trying my damndest to be finding some cure for your arms, but it is being beyond my searchings. I will stay on the searching though my friend."

After breakfast, he motions Bathilda aside and whispers to her..."My apologies for any embarassing I was bringing to you...my bedside manner can be leaving something to being desired. I will be doing of my best for keeping your injurings between us, Dwarves Honor."

Later he scurries down the rope ladder with the rest of the hired cutthroats, reaches the ground and takes in a great breath.

"Ahhh, my friends, it is being some fine day for Exploring! Let us be to the slaying then, shall we?"


Welcome back Myk-Myk!

Gerda climbs down the ladder last, and levitates the rope ladder safely back up to the balcony using her Mage Hand-like ability. Meanwhile, at the front, Archepex joins Helga in leading the group. Helga refers to a stopwatch every so often, clicking it on or off and looking furtively up and down the streets and byways of Tollerhelm, as you make your way through the murdered town. You hear no direct sign or sound from any Skaven patrols, though the keen-eared among you can hear scrabbling and talking voices elsewhere in Tollerhelm. Noises carry far here, where few sounds are made. Helga's guidance sees you through, for it seems as though she has the patrols memorized quite well.

Finally you leave the outskirts of town and follow the old mining road up toward the mine. Helga pulls you off the road under an awning that provides some cover from prying eyes that may be within the mine, and points off to the right. "That small goat-path there leads just over the mine's cave entrance. That's what we used to sneak up there unseen last time. It's after that that we ran into trouble..."

Helga nods at Gerda, then at you all. "Best of luck," are her final words, before she begins making her way off toward Tollerhelm once more.


Invisible, All-Seeing Elven Ranger 4 | HP 21/21 |Armor:2 | XP:5 | Str:9(0) Dex:18(+3) Con:13(0) Int:12(0) Wis:16(+2) Cha: 8(-1) Spells: (Rote) Guidance, Sanctify, Light | Lvl 1: Magic Weapon, Bless, CLW

Archepex nods his farewell. He had fallen into silence as the troop advanced, a habit of his role as Scout. He signs Battle Coloum. Silent advance. Hopefully everyone remembered the rags and bits of cloth he advised them to use to silence their gear (where possible). He visually checks that each member is ready with sound dampening in place, then moves out quickly and quietly. He stays well ahead of the party, but never quite out of sight.


Male Human - 1/battle, reroll any single damage roll. 5th lvl Fighter | Exp: 8 | Base Damage: 1d10 | Armor: 4 | Hit Points: 17/26

Let Morley and Archepex approach the entrance and keep everyone else in reserve. Once they have scouted a safe path and checked for signs of traps or ambushes, they can motion us forward.


Female Ousider (human) Barbarian 3 HP: 23/23 | Base Damage: d10 | Armor: 1 | Str: +2, Dex: +1, Con: +1, Int: -1, Wis: 0, Cha: 0 | XP: 3

Bathilda, almost always eager for a good fight, stays close the front. There really hadn't been enough cloth to silence her armor, but the heavy coat she wore muffled the noise, and she had silenced her belt and weapons.


Male Human Thief | Lvl 1.09 | HP: -1/18 | Armor: 1 | STR 0 | DEX 2 | CON 0 | INT -1 | WIS 1 | CHA 1

As Morley follows Archepex just close enough to whisper a warning if necessary, he surveys the path as they approach.

Trap Expert: 2d6 + 2 ⇒ (3, 4) + 2 = 9

Asking, is there a trap here and if so, what activates it? Basically, Morley wants to keep an eye out to make sure Archepex doesn't accidentally trigger a trap. If he sees something, he will whisper "Halt."


Archepex, keen-eyed though he is, is nearly upon a hidden tripwire when Morley hisses, "Halt." The human thief points it out to the ranger, and it's amazing even he noticed it; the wire is thinner than human hair, and connected to two crossbows that are pointing at chest level for anyone that would have tripped it. The crossbows have runic inscriptions on the tips; the arrows would have fired with a magical effect. Something nasty, you're sure.

Moving carefully, the ranger and thief discover two more traps. Both of you roll - Morley trap expert, and Archepex just Defy Danger: Wisdom without the aid of Mule. Mule doesn't recognize traps, after all.


Male Human Thief | Lvl 1.09 | HP: -1/18 | Armor: 1 | STR 0 | DEX 2 | CON 0 | INT -1 | WIS 1 | CHA 1

Trap Expert: 2d6 + 2 ⇒ (2, 2) + 2 = 6

Marking my first XP from a failure, and it feels so good!

Best scouts ever?

Archepex Ravenborn wrote:

defy danger: 2d6 + 2 -> (1, 1) +2 = 4

Oh goodness... yay xp?

Yep!


Invisible, All-Seeing Elven Ranger 4 | HP 21/21 |Armor:2 | XP:5 | Str:9(0) Dex:18(+3) Con:13(0) Int:12(0) Wis:16(+2) Cha: 8(-1) Spells: (Rote) Guidance, Sanctify, Light | Lvl 1: Magic Weapon, Bless, CLW

defy danger: 2d6 + 2 ⇒ (1, 1) + 2 = 4
Oh goodness... yay xp?


The Skaven are indeed cunning trapmakers. It seems that this path wasn't as safe as it was when Helga used it last time. Perhaps that is the reason it isn't as safe, she may have tipped them off to it by using it last time.

The Ranger and the Thief navigated and disarmed three of the traps along the path. The fourth and final one surprised them both. The end of the path and the entrance to the mine was in sight when suddenly, what looked like innocent plants reveal hidden gas vials that shatter from some unknown mechanism you activated. The vials were at chest level for humans and elves, and blown into your face by the waving leaves of the trees nearby. Before you know it, you've each inhaled a lungful of yellowish pollen, sending you both into painful coughing fits.

The pollen is mildly hallucinogenic and itches your lungs like asbestos. You feel a little bit lightheaded and strange shapes appear in your vision, only to fade away a second later. Until the effects fade, you must roll 3d6 whenever you would ordinarily roll 2, and choose the 2 worst results.

Apart from that, though, you've made it to the entrance of the mine. There's no sign of any skaven, though their tracks are everywhere in this area. There's also evidence of something or several somethings being dragged through the open dirt in front of the mine entrance. What do you do?


Human Channeler 5 | Attunement: Air| XP 7 | S-1 D 0 C+3 I+1 W+1 (*0) C+1 | HP 28 /28 | Armor 1 (temp: 0) | Elemental Control: 3 | Defend:0

A shadow passes over Dhice as a large black raven blots out the sun for a moment. He mutters an old mercenary's superstition: "Black shadow of raven, choose 'Hero' or 'Craven'." In a dire whisper, he says, "I've got a bad feeling..."
crap, I wanted to get that in before the 6- rolls resolved.


Male Human Thief | Lvl 1.09 | HP: -1/18 | Armor: 1 | STR 0 | DEX 2 | CON 0 | INT -1 | WIS 1 | CHA 1

Attempting to suppress his coughing, Morley staggers back to the main group. He stumbles, falling into Bathilda and collapsing to the ground.

Although he can't be sure, he swears he hears Bathilda mumble, "Worthless."

Somewhat recovering his composure, Morley falls back into line, awaiting further orders.


Male Human Thief | Lvl 1.09 | HP: -1/18 | Armor: 1 | STR 0 | DEX 2 | CON 0 | INT -1 | WIS 1 | CHA 1

After shaking his head for a few seconds, Morley whispers, "It's ok. I'm ok. I got this."

Without waiting for confirmation, Morley enters the mine, eyes peeled for Rat Men and more traps.

Trap Expert: 3d6 + 2 ⇒ (2, 3, 1) + 2 = 8

Morley is distracted by phantoms he sees in the shadows, and isn't able to focus.

That is a 5. Hate to spam Trap Expert, but it seems completely appropriate here, knowing from Helga and recent experience that these Rat Men are putting traps everywhere. I'll mark XP unless you veto that roll Moosh.


Invisible, All-Seeing Elven Ranger 4 | HP 21/21 |Armor:2 | XP:5 | Str:9(0) Dex:18(+3) Con:13(0) Int:12(0) Wis:16(+2) Cha: 8(-1) Spells: (Rote) Guidance, Sanctify, Light | Lvl 1: Magic Weapon, Bless, CLW

Archepex stumbles back and does is best to clear his lungs, to no avail. He calls Mule down and reports what happened.
Someone else should take the lead. With this coughing I'll only get ambushed.


Female Ousider (human) Barbarian 3 HP: 23/23 | Base Damage: d10 | Armor: 1 | Str: +2, Dex: +1, Con: +1, Int: -1, Wis: 0, Cha: 0 | XP: 3

Bathilda pointedly looks at the rest of the party.

"Don't look at me. I'm the battering ram, door opener, and all-around meat shield. Besides, I still jingle while I walk."

Morley:
Oh Bathilda muttered something alright when you blundered into the trap, it wasn't worthless though.


Male Human - 1/battle, reroll any single damage roll. 5th lvl Fighter | Exp: 8 | Base Damage: 1d10 | Armor: 4 | Hit Points: 17/26

We're near the entrance.
"Dhice check it out and see how long it will take you to form a passage down. If they think this route is sealed off, they probably won't have posted guards on the other side."


Human Channeler 5 | Attunement: Air| XP 7 | S-1 D 0 C+3 I+1 W+1 (*0) C+1 | HP 28 /28 | Armor 1 (temp: 0) | Elemental Control: 3 | Defend:0

Moosh, can I get a summary of the physical mine access points? I'm totally confused: I thought we had taken an alternate route to the main mine entrance, but I can't find the post that talks about it being caved in. In fact, the dwarven ladies were very clear that we should *not* cave it in once we're done here. Doesn't that imply that it's currently open?

Maybe I missed something about us approaching via a second, currently collapsed, mine entrance?


No, the mine wasn't collapsed, someone misunderstood my meaning. Skaven have been coming and going through this mineshaft entrance, so it's accessible. Sorry for the confusion all!

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