Tales of the Demon Lord (Inactive)

Game Master Brainiac

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Lvl 10 Human Exorcist| HP 29/40| Defense 12 | Strain: 0 | Fortune: No | Strength 13, Agility 12, Intelligence 10, Wisdom 14| Move: 10 | Insanity: 0 | Corruption: 2 | Power: 5 | Status: Normal

Agility Check: 1d20 + 3 ⇒ (10) + 3 = 13

Dramm dodges away from the wave of vomit, then again as the ogre collapses with a heavy thud. When the last orc rushes Imedren, he unleashes a cast of Ruin upon the creature.

Ruin Damage: 3d6 ⇒ (6, 1, 3) = 10
Banes: 2d6 ⇒ (1, 6) = 7
Strain Check: 1d20 + 4 - 6 ⇒ (2) + 4 - 6 = 0
Outburst, 2 Yards: 4d6 ⇒ (3, 6, 3, 6) = 18

Dramm shunts the excess power away from his allies if possible.


The orc crumples to the floor, slain by Dramm's magic! The sorcerer steps away to avoid hitting Uruuna with his outburst.

You can hear more orcs growling from deeper in the complex. Passageways exit this cave to the west and east.


Lvl 10 Human Exorcist| HP 29/40| Defense 12 | Strain: 0 | Fortune: No | Strength 13, Agility 12, Intelligence 10, Wisdom 14| Move: 10 | Insanity: 0 | Corruption: 2 | Power: 5 | Status: Normal

"They certainly heard this battle. Sound travels in a place like this. Lets recover for a moment."

Dramm quickly makes his rounds, applying healing to those in need.

"East or West?" He asks the others when he's finished. "I like West."

Dramm holds up his left hand and waggles a couple of digits absentmindedly.

"Got more fingers on that side."


Male Faun Level 10 Hunter/Ranger/Acrobat | S11, A14 (16), I13, W10 | Health 51 | Damage 0 | D16 (23) | Move: 16 (18) | Perc 16 | Insanity: 3 | Corruption: 0 | NR: 2/2 | Fortune: Yes | Status: Regen, Oak Hide, Thorny, F. Grace, Agil, Cons, Phase

Sel smirks at Dramm's bad joke, and then moves to head west. I'll scout ahead.

Sneak: 1d20 + 4 + 1d6 ⇒ (20) + 4 + (1) = 25


Sorry should have been three passageways.

Selgaer stealthily scouts the exits. To the west is a large, long cavern. Thick furs cover the floor. A bronze brazier filled with incense stands against a wall bearing a crude portrait of King Drudge. The faun can see another eight orcs here, all of them female. Behind them stands a massive orc who stands nearly 9 feet tall and must weigh around 600 pounds. Two tusks jut from his huge lantern jaw, and crude stitching holds together the left side of his face.

To the northeast, a cave contains seven metal-and-wood cages. The cages contain goats, chickens, and a single forlorn cow. Six orcs stand guard here.

To the east, numerous fire pits dimple the floor of another large cavern, and the ceiling overhead has been blackened by smoke. Piles of furs, tattered blankets, and other makeshift bedding covers the floor, all of it infested with lice and crawling with flies. The orcs use a narrow cleft in one wall of the cave as a toilet, its sides streaked with filth. Ten more orcs mill about here, gripping their axes and waiting for intruders to appear.


6 3 2 2 1 1 Master Magician/Witch/Trickster 10 (F) | S9, A13, I12 (w/coin), W13 | HP 13/31| Power 5 | Defense 14 | Insanity 3 | Fortune: No | Move: 10 | Status: Normal, definitely human

Joy listens to Sel's report.

"That sounds like a horrible place. But they're not going to stop terrorising people. Not unless we stop them. I can make brambles grow to pin them down."


Male Human Level 10 / S 11, A 11, I 14, W, 12/(-1 bane) HP: 38, Damage: 13, Perception 14 (+3 boons), Defense 15- Currently (18), Move 10, Insanity 1, Corruption 5, Sorcerers Strain (0), Status: (Normal) Fortune: Yes Bonus Fortune (1)

"They're here strictly for military purposes. I agree with Joy we need to be rid of them. I'm most effective when there are as many of them gathered together as possible. If some of us confront their leader, he may well call them all together. Joy if you can set the stage by slowing them down, and Dramm if you can ready to collapse the tunnel down on top of them, I can warp out past all of that and hit them with large area of effect spells. We can finish off the rest with arrows."


Lvl 10 Human Exorcist| HP 29/40| Defense 12 | Strain: 0 | Fortune: No | Strength 13, Agility 12, Intelligence 10, Wisdom 14| Move: 10 | Insanity: 0 | Corruption: 2 | Power: 5 | Status: Normal

"Not a good way to die, but its safer for us if we dont have to fight all of them. I can collapse the tunnel. It would take days to free themselves without tools. If they freed themselves at all."

Dramm uses spell recovery and receives Fragility and Destroy back.


6 3 2 2 1 1 Master Magician/Witch/Trickster 10 (F) | S9, A13, I12 (w/coin), W13 | HP 13/31| Power 5 | Defense 14 | Insanity 3 | Fortune: No | Move: 10 | Status: Normal, definitely human

Joy nods.

"Brambles - and nature's own wrath if needs be."

Improved Spell Recovery: Nature's Wrath and Brambles back.


Male Faun Level 10 Hunter/Ranger/Acrobat | S11, A14 (16), I13, W10 | Health 51 | Damage 0 | D16 (23) | Move: 16 (18) | Perc 16 | Insanity: 3 | Corruption: 0 | NR: 2/2 | Fortune: Yes | Status: Regen, Oak Hide, Thorny, F. Grace, Agil, Cons, Phase

Got any fire bombs? Toss it in the smelly room and I bet it'll blow the whole place, killing all the orcs in one go. In all seriousness, though, I'm good for blowing the entrance down and waiting them out. But if you all want to go in, I'll follow with arrow knocked. Lead the way.


Male Human Level 10 / S 11, A 11, I 14, W, 12/(-1 bane) HP: 38, Damage: 13, Perception 14 (+3 boons), Defense 15- Currently (18), Move 10, Insanity 1, Corruption 5, Sorcerers Strain (0), Status: (Normal) Fortune: Yes Bonus Fortune (1)

Taunt: 1d20 + 4 ⇒ (7) + 4 = 11

"Let me guess, you would be the one's here who were foolish enough to rely on an automaton to do your job for you! Fighting in separate groups"

Retry: 1d20 + 4 ⇒ (13) + 4 = 17

Realizing that his words were unlikely pull the Orcs into a frenzy, he stepped into another time. Shaking his head, he tried again.

"Orcs... how pathetic you are! The group out here, relying on your stolen titan and some Ogres to bolster your strength! Have you no tenacity of your own, heh... fine. If you wish to hide separately in your caves like the cowards you are, then I guess we'll just come and kill you group by group!"

Aftereffect of Retry: 1d20 + 2 ⇒ (5) + 2 = 7

The fluctuation of time wavered around Imedren, causing him to to be pulled involuntarily towards another potential timeline. Even so, he pulled on his power and restored some of his spent magic.

"Get ready Joy, they're coming." he whispered.

Restoring Fireball and Explosive Darts.


The orcs howl in rage in response to Imedren's taunts. They begin to pour out into the main cavern, gathering in a large horde. Among the lesser orcs is one that wears a beak-like prosthetic over his missing nose, affixed to his head with leather straps. Looming large over them is the scarred leader, who raises a long rifle over his head.

"How dare you come here to try to stop our glorious revolution! You humans made us orcs who we are, and now you fear and hate us for what you did to us! I am Grimfang, and we will be your deaths! Attack!"

Everybody may act! The orcs have gathered into two mobs. A mob takes half damage from attacks that target individual creatures and double damage from attacks that affect an area. The mob acts as a single creature, but it counts as ten creatures for the purpose of choosing targets. You can also individually target Grimfang and the one with the prothesis (Snout).


Male Human Level 10 / S 11, A 11, I 14, W, 12/(-1 bane) HP: 38, Damage: 13, Perception 14 (+3 boons), Defense 15- Currently (18), Move 10, Insanity 1, Corruption 5, Sorcerers Strain (0), Status: (Normal) Fortune: Yes Bonus Fortune (1)

Fast initiative: Greater Sorcery- Potent spell. +1 strain. Action- Cast Fireball.

"Joy, now!"

Entropic Potent Fireball: 5d6 + 1d6 + 2d6 ⇒ (6, 1, 2, 6, 1) + (1) + (6, 2) = 25

Slow initiative: Greater Sorcery- Widen spell. +1 strain. Action- Cast Explosive missile.
Entropic power: 1d6 ⇒ 6

"Sorry to end your ambition here, Grimfang. But there is only one outcome for you now."

Missile damage 1, 2 yard radius: 1d6 + 2 + 6 ⇒ (1) + 2 + 6 = 9
Missile damage 2, 2 yard radius: 1d6 + 2 + 6 ⇒ (5) + 2 + 6 = 13
Missile damage 3, 2 yard radius: 1d6 + 2 + 6 ⇒ (4) + 2 + 6 = 12

Banes: 2d6 ⇒ (2, 6) = 8
Will vs. outburst, a different time: 1d20 + 2 - 6 ⇒ (7) + 2 - 6 = 3
In a flash of foresight, Imedren saw a timeline he had no control over where he unleashed a blast of energy. That time he was unceremoniously ejected from and instead thrown into a new one.

Will vs. outburst, alternate timeline: 1d20 + 2 - 6 ⇒ (17) + 2 - 6 = 13 Instead, he found himself in a world where he held onto his power without unleashing it.


Male Faun Level 10 Hunter/Ranger/Acrobat | S11, A14 (16), I13, W10 | Health 51 | Damage 0 | D16 (23) | Move: 16 (18) | Perc 16 | Insanity: 3 | Corruption: 0 | NR: 2/2 | Fortune: Yes | Status: Regen, Oak Hide, Thorny, F. Grace, Agil, Cons, Phase

Quick post!

Sel takes aim at one of the orcs.

Triggered Action: Set Prey.
Boons: Hunter, Ranger.
Boons: 2d6 ⇒ (2, 1) = 3
Attack: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Damage: 4d6 + 1 ⇒ (6, 4, 5, 4) + 1 = 20

Boon Reroll: 1d6 ⇒ 2


6 3 2 2 1 1 Master Magician/Witch/Trickster 10 (F) | S9, A13, I12 (w/coin), W13 | HP 13/31| Power 5 | Defense 14 | Insanity 3 | Fortune: No | Move: 10 | Status: Normal, definitely human

Setting herself to the task, Joy realises that she has the means to badly effect the rampage of the orcs.

So, she does, calling upon the potential growth in the seeds and earth tracked into these caves.

Thus, hard brambles grow. Not for long. But for long enough.

Fast Initiative. Casting Brambles (SotDL, p134), lasts one minute. If possible, aiming Brambles to catch both mobs in its 10-yard radius without being a problem for any of the party.

Any creature entering the area or moving across it makes an Agility test with one bane, or take 1d6 damage. Doubled for mobs, I believe.


Lvl 10 Human Exorcist| HP 29/40| Defense 12 | Strain: 0 | Fortune: No | Strength 13, Agility 12, Intelligence 10, Wisdom 14| Move: 10 | Insanity: 0 | Corruption: 2 | Power: 5 | Status: Normal

Fast Turn: Cast Destroy

Dramm carves out the magic for a destructive blast and tries to collapse the tunnel down on the mob.

Bonus Damage: 2d6 ⇒ (5, 4) = 9
Strain Check: 1d20 + 4 - 1d6 ⇒ (6) + 4 - (5) = 5
Outburst, 1 Yard: 4d6 ⇒ (6, 1, 2, 1) = 10

He then outstretches an arm to intercept any orcs that may reach him with arcane fire.


Female Halfling Warrior/Fighter/Champion 10 | S13, A14, I9, W12 | Health 62; Damage 6 | D19 | Move: 8 | Insanity: 3 | Corruption: 0 | Fortune: Yes | Status: Normal

Uruuna opens fire!

Boons: 2d6 ⇒ (1, 2) = 3
Attack vs Grimfang: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
Damage: 3d6 ⇒ (2, 6, 2) = 10
Boons: 2d6 ⇒ (5, 3) = 8
Attack vs Snout: 1d20 + 4 + 5 ⇒ (4) + 4 + 5 = 13
Boons: 2d6 ⇒ (2, 3) = 5
Attack vs Mob: 1d20 + 4 + 3 ⇒ (11) + 4 + 3 = 18
Damage: 2d6 ⇒ (5, 2) = 7


GM Rolls:
Agility vs Fireball (Mobs, GF, S): 1d20 + 1 + 1d6 ⇒ (17) + 1 + (5) = 231d20 + 1 + 1d6 ⇒ (9) + 1 + (1) = 111d20 + 2 ⇒ (5) + 2 = 71d20 + 3 ⇒ (4) + 3 = 7

Collapsing Ceiling: 6d6 ⇒ (2, 4, 1, 3, 6, 2) = 181d20 + 1 + 1d6 ⇒ (9) + 1 + (5) = 15

Agility vs Brambles: 1d20 + 1 ⇒ (17) + 1 = 181d20 + 1 ⇒ (6) + 1 = 71d20 + 2 - 1d6 ⇒ (12) + 2 - (2) = 121d20 + 3 - 1d6 ⇒ (20) + 3 - (3) = 20

Boons: 2d6 ⇒ (5, 2) = 7
Rifle: 1d20 + 2 + 5 ⇒ (7) + 2 + 5 = 14

Agility vs Missiles (Mob, GF): 1d20 + 1 + 1d6 ⇒ (11) + 1 + (6) = 181d20 + 1 + 1d6 ⇒ (13) + 1 + (5) = 191d20 + 1 + 1d6 ⇒ (19) + 1 + (2) = 221d20 + 2 ⇒ (19) + 2 = 211d20 + 2 ⇒ (18) + 2 = 201d20 + 2 ⇒ (6) + 2 = 8

Boons: 2d6 ⇒ (3, 4) = 72d6 ⇒ (6, 4) = 10Mob Attacks: 1d20 + 3 + 6 ⇒ (6) + 3 + 6 = 151d20 + 3 + 3 ⇒ (6) + 3 + 3 = 12

Boons: 2d6 ⇒ (2, 5) = 7
Snout Attack: 1d20 + 3 + 6 ⇒ (7) + 3 + 6 = 16

Agility: 1d20 + 1 + 1d6 ⇒ (6) + 1 + (3) = 101d20 + 1 + 1d6 ⇒ (18) + 1 + (6) = 25
Orcs Spawned: 1d6 ⇒ 2

Imedren's fireball erupts throughout the cavern, burning all of the orcs. Uruuna fires an arrow into Grimfang and one of the other orcs, then Dramm causes the ceiling to fall on a mob, though most avoid the chunks of debris. Joy's brambles fill the cave, slowing the orcs down. Selgaer misses with his arrow.

Grimfang raises his rifle and fires at Imedren, but the sorcerer's armor stops the bullet!

Imedren sets off a series of explosive missiles among one of the mobs. The blasts knock several orcs down, and Grimfang falls as well, caught in the explosion.

The mobs and Snout shove their way through the vines to charge at Dramm and Uruuna. Fortunately, all of them manage to miss with their attacks. Dramm's detonation blasts the mobs of orcs, causing most of one mob to fall to the ground. Only two orcs from that mob remain standing, roaring in rage!

Everybody may act! Snout is still up, and one mob is injured but still intact. The other mob was destroyed, but when it is incapacitated, it leaves behind two healthy orcs ready to fight! So you are facing Snout, a mob, and two orcs.

Enemy Status:
Snout -25, Mob 2 -52


Lvl 10 Human Exorcist| HP 29/40| Defense 12 | Strain: 0 | Fortune: No | Strength 13, Agility 12, Intelligence 10, Wisdom 14| Move: 10 | Insanity: 0 | Corruption: 2 | Power: 5 | Status: Normal

Fast Turn: Cast empowered Moderate Heal.

Dramm fortifies his body when the orcs close the distance, hoping to shrug off the orc counter attack.

Bonus Healing: 2d6 ⇒ (1, 6) = 7
Strain Check: 1d20 + 4 - 1d6 ⇒ (20) + 4 - (3) = 21


Male Faun Level 10 Hunter/Ranger/Acrobat | S11, A14 (16), I13, W10 | Health 51 | Damage 0 | D16 (23) | Move: 16 (18) | Perc 16 | Insanity: 3 | Corruption: 0 | NR: 2/2 | Fortune: Yes | Status: Regen, Oak Hide, Thorny, F. Grace, Agil, Cons, Phase

Sel shifts targets to Snout, firing an arrow at the orc.

Triggered Action: Set Prey.
Boons: Hunter, Ranger.
Boons: 2d6 ⇒ (3, 5) = 8
Attack: 1d20 + 4 + 5 ⇒ (4) + 4 + 5 = 13
Damage: 4d6 + 1 ⇒ (4, 4, 4, 1) + 1 = 14


Female Halfling Warrior/Fighter/Champion 10 | S13, A14, I9, W12 | Health 62; Damage 6 | D19 | Move: 8 | Insanity: 3 | Corruption: 0 | Fortune: Yes | Status: Normal

Uruuna fires several arrows, striking all of the orcs! She follows up with a second shot against an orc as Snout falls from Selgaer's arrow!

Boons: 2d6 ⇒ (4, 6) = 10
Attack vs Snout: 1d20 + 4 + 6 ⇒ (4) + 4 + 6 = 14
Damage: 2d6 ⇒ (1, 4) = 5
Boons: 3d6 ⇒ (6, 2, 2) = 10
Attack vs Orc 1: 1d20 + 4 + 6 ⇒ (13) + 4 + 6 = 23
Damage: 3d6 ⇒ (6, 4, 3) = 13
Boons: 3d6 ⇒ (3, 4, 2) = 9
Attack vs Orc 2: 1d20 + 4 + 6 ⇒ (7) + 4 + 6 = 17
Damage: 2d6 ⇒ (5, 2) = 7
Boons: 2d6 ⇒ (3, 5) = 8
Snap Shot vs Orc 1: 1d20 + 4 + 5 ⇒ (4) + 4 + 5 = 13
Damage: 2d6 ⇒ (6, 6) = 12


Imedren unleashes another burst of explosive missiles, tearing through the ranks of the orcs. They fall by the handful, leaving just a few still standing. You tear through them without much difficulty, and soon all of the orcs in the caves have been eradicated.

Searching through the caves, you find a strongbox containing 100 silver shillings. Other than that, there is little of value here.


Male Faun Level 10 Hunter/Ranger/Acrobat | S11, A14 (16), I13, W10 | Health 51 | Damage 0 | D16 (23) | Move: 16 (18) | Perc 16 | Insanity: 3 | Corruption: 0 | NR: 2/2 | Fortune: Yes | Status: Regen, Oak Hide, Thorny, F. Grace, Agil, Cons, Phase

Well, that's done.

A bit risky. If our plan was to detonate the entrance to trap them in, why did we choose to use such explosive magics while we were all inside? Did you intend to trap us as well, or did you just not think about the consequences, Sel asks, addressing everyone in the room.

You might think I'm an a+*~#&@ or a jerk, but this is the exact problem I've been talking about. You don't think about your actions and the consequences of them. You just act and hope to all turns out for the best. For most people, that's fine. Most people only risk their own lives with poor decisions.

But you; you command some of the most powerful magics I've ever heard about. When you refuse to think about potential consequences, that's when the problems arise. You have the power to destroy entire cities; thousands of lives could be at stack when you carelessly fling your spells.

Just look! We already have one time traveler coming back to try and "fix" the f%&% ups he did - an older version of you, Imedren.

So take head and learn from Imedren's older self. You can prevent a lot of pain and sorrow by simply thinking before you act, and try to predict attention to the consequences of your actions before you have to suffer them.

Don't dismiss me because you don't like me. I know that Urunna thinks the same way, I can see it in her eyes. This is exactly what she's worried about when you delve so deeply into your magical studies.


Female Halfling Warrior/Fighter/Champion 10 | S13, A14, I9, W12 | Health 62; Damage 6 | D19 | Move: 8 | Insanity: 3 | Corruption: 0 | Fortune: Yes | Status: Normal

Uruuna bites her lip but doesn't dispute Selgaer's words. "I just want you to be safe, Im."


Male Human Level 10 / S 11, A 11, I 14, W, 12/(-1 bane) HP: 38, Damage: 13, Perception 14 (+3 boons), Defense 15- Currently (18), Move 10, Insanity 1, Corruption 5, Sorcerers Strain (0), Status: (Normal) Fortune: Yes Bonus Fortune (1)

Imedren nodded and gritted his teeth.

"You make some valid points' Selgaer. We could have done that smarter. We didn't need to be in the cave.We could have tried to draw them out. But there's a few issues. Doing things the normal way, leads to opportunities for them to have learned how to deal more readily with us. To say nothing of the fact 6 of us shouldn't be fighting 35 of or more orcs that are on a war path. That's suicidal. We shouldn't be facing off against things that groups of trained soldiers regularly back down from until they have the upper hand, but we do. The only reason we try to deal with some of these enemies is because we have magic that is as destructive as it is.

But sometimes we still have our enemies overpower us. It hasn't even been a day since I saved your life. Was that something I shouldn't have done? My older self came back so that he could make a different choice on the day he deeply regretted. I spend a lot of my time seeing the consequences of actions taken by this group, I would appreciate a little more trust."


6 3 2 2 1 1 Master Magician/Witch/Trickster 10 (F) | S9, A13, I12 (w/coin), W13 | HP 13/31| Power 5 | Defense 14 | Insanity 3 | Fortune: No | Move: 10 | Status: Normal, definitely human

Joy looks uncomfortable.

"Sel, you're not wrong. But we do try our best, and we've helped a lot of people. Those are consequences too."


Male Faun Level 10 Hunter/Ranger/Acrobat | S11, A14 (16), I13, W10 | Health 51 | Damage 0 | D16 (23) | Move: 16 (18) | Perc 16 | Insanity: 3 | Corruption: 0 | NR: 2/2 | Fortune: Yes | Status: Regen, Oak Hide, Thorny, F. Grace, Agil, Cons, Phase

Sel looks at Imedren, and then turns to look at Joy, You're right Joy. We do good, too. Especially you - the shining light of us all. Come on, let's get back to Foundry.


You make your way back to the train tracks near Mirror Lake to reunite with Igor Ironson. The dwarf turns the Pride of the Dwarfs around and you take the steam engine back to Foundry. The provincial governor has arrived from Sixton to assess the situation, and while the railroad owners are at first furious about Igor stealing the steam engine, that soon turns to begrudging acceptance when you report that the threat of the iron titans has been neutralized and the revolutionary orcs have been eliminated.

The governor is grateful for your aid, offering a reward of 10gc each. He also offers to pardon Imedren of his alleged crimes, ensuring no more witch hunters will come after him for dabbling in forbidden magics. The engineers of Foundry are already hard at work making a new generation of iron titans, ones that hopefully won't be compromised before they can make it south. The only hope is that they will be ready in time to make a difference against Drudge's forces that are steadily expanding their hold across the lands of the Empire.

You return to Crossings, ready to enjoy some downtime before the next crisis occurs...

Everybody has reached level 9! You have a month worth of downtime, which should include the following activities:

Downtime Activities:
Dramm: You fell in love or got married.

Imedren: You escaped nearly certain death. You start the next adventure with Fortune.

Joy: An item you own turned out to be an enchanted object with a random property.

Selgaer: An old enemy tried to kill you but failed. You suspect another attempt might be coming.

Tabog: You indulged your vices to the point that you upset the community in which you live. Most locals are unfriendly to you, and you make attack rolls with 1 bane in social situations involving locals.

Uruuna: The trials of your last adventure haunted you to the point that you became unhinged. Gain 1d6 + 1 Insanity.


6 3 2 2 1 1 Master Magician/Witch/Trickster 10 (F) | S9, A13, I12 (w/coin), W13 | HP 13/31| Power 5 | Defense 14 | Insanity 3 | Fortune: No | Move: 10 | Status: Normal, definitely human

Joy is cleaning, trying to get the place in order.

Dramm might finally get a good night's sleep with no bite marks or anything!, she thinks happily.

She dodges a few tiny faeries who are determined to assist her, and she lets them get on with it.

Then, she sees the coin.

A simple bronze coin. With a grinning elven bust on it.

That...that wasn't there a minute ago.

She looks around and asks:

Elven:

"Okay, whose is this? Seriously?"

The faeries understand, but shrug.

Not theirs...so...mine?, Joy thinks with hesitation, as she finds herself reaching for the ooin.

Examining it, she realises that the other side of the coin has another elven bust, with a grin more resembling a smirk.

Hmmmm....

Hmmmm...........

"I'll keep it.", she says out loud, not sure whom exactly has heard her.

That felt like a smart move., she notes as she resumes sweeping.


Female Halfling Warrior/Fighter/Champion 10 | S13, A14, I9, W12 | Health 62; Damage 6 | D19 | Move: 8 | Insanity: 3 | Corruption: 0 | Fortune: Yes | Status: Normal

Insanity Gained: 1d6 + 1 ⇒ (4) + 1 = 5

Whew! One shy of going mad!

Uruuna has a rough go of things after returning from Crossings. Seeing the Long Mother in person has had a damaging effect on her psyche. During the day, she is frequently struck with pangs of hunger and the feeling of her body withering away to nothingness. At night she dreams of not only the dark faerie but of waking up in other people's bodies, of her husband's future self coming back in time and murdering Imedren to take his place, and other worse things. It all adds up to leave her on the brink of madness.

Fortunatley, the halfling recognizes what is happening before it's too late. She requests a leave of absence from the Brown Cloaks to convalesce, seeking Dramm's aid in reducing her insanity to more manageable levels. The nightmares never fully go away, though, even when her mind is clear. There are some things you just never can get out of your head...


Male Faun Level 10 Hunter/Ranger/Acrobat | S11, A14 (16), I13, W10 | Health 51 | Damage 0 | D16 (23) | Move: 16 (18) | Perc 16 | Insanity: 3 | Corruption: 0 | NR: 2/2 | Fortune: Yes | Status: Regen, Oak Hide, Thorny, F. Grace, Agil, Cons, Phase

The naked man? woman? it was difficult to tell - the naked human-like creature walked through the streets, with nothing but a short sword in its hands. Its heavy, distended bellies hung like fleshy skirts over its thighs. Spindly limbs swung as it walked, in rhythm with its pace. Drooping facial features with heavy jowls marred the face.

Ho there! a city guard called out. What business do you have at this late hour walking around like- The guard's voice was cut off as blood vomited up his throat. The creature's sword moved too quickly to see; one moment it was in its hands, the next it was in the guard's belly.

The creature stepped on the dying guard as it retrieved its weapon and continued walking into the night.

---------------

Sel awoke when he heard the screams. It was a high pitch scream, coming from somewhere inside the manor. A child's scream. By the second hoof hitting the floor, he was already at a full sprint, grabbing his spear and he ran out the door and down the hall.

The faun rushed to the source of the screams - to the adopted children's wing of the manor. The children were running down the hallway towards him. Keep running! he yelled as he moved past, darting around them like they weren't even there.

He got to the door and he saw it. He knew what it was. He knew these manufactured soldiers the fae sent to conquer their enemies. But it was only one. And it was killing the children.

Already, blood was soaking two of the beds and was splattered on the wall and floor near where Johansen lay. He was a strong one; Sel could already envision in his mind what happened. The hobgoblin entered through the window and started slaughtering them in their sleep. Johansen must have stepped forward to protect his adopted siblings. The poor lad was no match, and his still body on the floor provided all the confirmation he needed. But his sacrifice did buy the others time to get out of bed and start running.

Sel's hoof met the thing square in the chest, knocking it back into the room, and Sel took up position in the doorway to prevent it from moving past.

He didn't have to ask. Sel knew this was a message. You don't send one hobgoblin to kill someone like him. Hobgoblins come in armies. Not as single assassins. This one was sent to kill as many as it could before it died; it was sent as a message that they knew where he was and who he was and what he did. And likely, that more were coming.

He had thought he killed them all. He had thought he ended the kidnapping ring. He was wrong.

Sel stepped into the room, spear in hand. You never should have come, he told the hobgoblin. This will not end well for you.

The spear shifted in his hand as he darted forward, poised to kill.


6 3 2 2 1 1 Master Magician/Witch/Trickster 10 (F) | S9, A13, I12 (w/coin), W13 | HP 13/31| Power 5 | Defense 14 | Insanity 3 | Fortune: No | Move: 10 | Status: Normal, definitely human

The next morning

Once informed of what has befallen the trio in Sel's manor, Joy gathers the others.

She quietly speaks, her fingers playing with a shiny bronze coin.

"We've all heard what happened last night. It was awful. But I think I may be able to set some of it right."

She pauses, then gathers herself.

"I think I can reincarnate the dead. It's a tough ritual, even if it works, and I may be tired... and strained. Dramm, if you can, I'd like you to help with your spells that eased our minds before."

"For each person I want to try and bring back, there'll need to be a new 'body', made from natural materials such as mud and sticks, in the rough shape. If the spirit wants to return, it'll enter that body and become a human, dwarf, halfling, or one of the other mortal races. I imagine what they were before is what they'd want, I'm just saying options."

"I'll do it over the next few days, if you don't object. It'll be eight hours each, not including putting the new bodies together. What do you say?"


Male Faun Level 10 Hunter/Ranger/Acrobat | S11, A14 (16), I13, W10 | Health 51 | Damage 0 | D16 (23) | Move: 16 (18) | Perc 16 | Insanity: 3 | Corruption: 0 | NR: 2/2 | Fortune: Yes | Status: Regen, Oak Hide, Thorny, F. Grace, Agil, Cons, Phase

I don't know, Joy. I'd imagine that'd be horrible; to die in such a violent way, to finally have peace in the underworld, only to return to a body that isn't even your own. These children have already been kidnapped by elves, had their lives ripped away from them and their families slaughtered, forced to change bodies into fauns. To experience another forced body change - it's going to alter them forever. I just don't know if they'd rather be at peace where they are. I just don't know.


Lvl 10 Human Exorcist| HP 29/40| Defense 12 | Strain: 0 | Fortune: No | Strength 13, Agility 12, Intelligence 10, Wisdom 14| Move: 10 | Insanity: 0 | Corruption: 2 | Power: 5 | Status: Normal

"Reincarnation?" Dramm appears genuinely surprised and impressed by Joy's progress. He contemplates Selgaer's input carefully before answering.

"I don't know." He says plainly. "It sounds as though the soul is given a choice. Reincarnation implies that this is not an abuse of the natural order, correct? Despite all of that I am as afraid as Selgaer. You have all experienced how my magic 'eases' the mind. You are made to internalize the experience. The experience is numbing, but we don't know the long term effects."

Dramm gives the Faun's words another several seconds of thought. The implications were painful to swallow. However, Dramm eventually nods to Joy.

"I trust in your proficiency, Joy. If you say it can be done, then it can be done. The souls are given the choice of their return, Joy will simply offer the chance. I believe I can accept that."


Male Faun Level 10 Hunter/Ranger/Acrobat | S11, A14 (16), I13, W10 | Health 51 | Damage 0 | D16 (23) | Move: 16 (18) | Perc 16 | Insanity: 3 | Corruption: 0 | NR: 2/2 | Fortune: Yes | Status: Regen, Oak Hide, Thorny, F. Grace, Agil, Cons, Phase

Sel looks at Dramm oddly when the man claims they've all experienced how his magic easing the mind. What does that mean - ease the mind? Have you done something to his mind before? Nevermind, I want to focus on the children.

Changing subject back, the faun says, I am happy with the idea of a choice. If the souls are given a choice and they understand the consequences, then we should do it. But before we go, I'd like to ask the other kids their opinions. If the other kids all day they'd want to do this, knowing what would happen, then i would feel comfortable believing these three would as well.


Asking the kids who survived the attack, Sel finds that all of them are in consensus. If they had been killed, they say they would want the chance to return to life again, even if it was in a different body.


6 3 2 2 1 1 Master Magician/Witch/Trickster 10 (F) | S9, A13, I12 (w/coin), W13 | HP 13/31| Power 5 | Defense 14 | Insanity 3 | Fortune: No | Move: 10 | Status: Normal, definitely human

"I know it could be tough. Both for the children and for me. But I can offer them a choice, and since that's okay with you, I'll do it."

Joy begins to plan out "bodies" to be assembled and prepares herself mentally for what is likely to be a rough few days.

A reincarnation per day, gratefully taking any insanity reduction on herself and children Dramm can offer. Away from books, not 100% sure what rolls I need to make.


6 3 2 2 1 1 Master Magician/Witch/Trickster 10 (F) | S9, A13, I12 (w/coin), W13 | HP 13/31| Power 5 | Defense 14 | Insanity 3 | Fortune: No | Move: 10 | Status: Normal, definitely human

With whatever assistance she can gather, Joy sets to work.

She tries nothing less than to bring back the dead.

If she can, she will have the bodies morph in the end to resemble the previous ones but she cannot be certain of the outcome.

She asks a question three times, on three different days.

"Hello, it's me, Joy. Would you like to return to life, in a new body?"

Reincarnation 1 Banes: 1d6 ⇒ 11d6 ⇒ 4
Reincarnation 1 Strength Check: 1d20 - 1 - 4 ⇒ (17) - 1 - 4 = 12

Reincarnation 2 Banes: 1d6 ⇒ 61d6 ⇒ 2
Reincarnation 2 Strength Check: 1d20 - 1 - 6 ⇒ (13) - 1 - 6 = 6
Reincarnation 2 Joy Insanity Gain: 1d6 ⇒ 5

Reincarnation for Johansen Banes: 1d6 ⇒ 31d6 ⇒ 4
Reincarnation for Johansen Strength Check: 1d20 - 1 - 4 ⇒ (16) - 1 - 4 = 11

Looking at 9 insanity points after this before Dramm's aid. Bearing in mind the will checks for the children who come back.


The children’s souls each agree to return to life, Joy’s magic drawing them into their new bodies. Though not exactly the same, the bodies are close to the originals, and the kids adjust surprisingly well. Of course, the lingering trauma of their deaths might still stay with them for some time to come.


6 3 2 2 1 1 Master Magician/Witch/Trickster 10 (F) | S9, A13, I12 (w/coin), W13 | HP 13/31| Power 5 | Defense 14 | Insanity 3 | Fortune: No | Move: 10 | Status: Normal, definitely human

Joy hugs each child as they return to life and tries to comfort them.


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Lvl 10 Human Exorcist| HP 29/40| Defense 12 | Strain: 0 | Fortune: No | Strength 13, Agility 12, Intelligence 10, Wisdom 14| Move: 10 | Insanity: 0 | Corruption: 2 | Power: 5 | Status: Normal

Dramm assists Joy with the materials she requires, gathering what he is told and providing her with meals to restore her energy. The magic is taxing on Joy's mind, but she is strong throughout. It is a truly miraculous sight to see her breath life into the inanimate forms. Even the air around them hangs heavy and still in reverence.

"You have a good heart, Joy." Dramm says when the children finally depart. He watches the last one walk down the street into a new life. "I wonder what you will do with it in time."


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Lvl 10 Human Exorcist| HP 29/40| Defense 12 | Strain: 0 | Fortune: No | Strength 13, Agility 12, Intelligence 10, Wisdom 14| Move: 10 | Insanity: 0 | Corruption: 2 | Power: 5 | Status: Normal

Return to the Crossings

Dramm is contemplative during the return trip to the Crossings. There was no longer any use in denying that he had expected to die in the confrontation beneath Brace. His new lease on life left him strangely aimless for the first time in many years.

Ezekia can feel the change almost immediately upon his return. Her link to Dramm is strangely quiet. The sorcerer's emotions are still present, as they always were within her mind, but they uniquely are muted or still. The buzzing of Dramm's obsessions had filled her mind for almost a year now, and its sudden absence left a silence that was unsettling after so long.

With the Long Mother's curse broken, Dramm's vitality is quick to return. His body is bolstered by the healing magic that suffuses him and his recovery requires only minimal rest. By the end of the first week, all that remains of the violent assault on his body are several thin lines across his abdomen from the Mother's final retribution.

Dramm spends much of his recovery time with Ezekia. It was comforting to finally have a chance to be with her without the shadows that had plagued them up to now. Several nights of contemplation stir Dramm to gather his courage one night on the balcony of the restored manor. They had been enjoying the time together in relative peace these past few days.

"I've been thinking about what to do with everything I have learned." Dramm starts, "Until now I've always aimed my magic to selfish ends. I never really considered what I would do with my knowledge after those ends were accomplished. I guess I thought it would die with me. Seems like a waste, doesn't it?"

Dramm chuckles nervously before falling silent. The joke held more truth than he was comfortable admitting to Ezekia, and knowing she could sense it felt vulnerable. He can't help but glance at Ezekia in the moonlight. He always loved how it played across her eyes.

"It's strange, but after spending so much time with everyone here in the Crossings, I feel obligated to put that power to proper use. I never felt that way before." He eventually says, "I haven't got any idea of how to apply any of it in a way that helps anyone but myself. Left to me, I would simply fade away in a quiet life and all the good I could do would go with me. It seems to me that you were always the one passionate about helping others. It's what brought me to you in the first place."

Dramm's hand finds Ezekia's on the railing. He turns to face Ezekia, smiling warmly.

"Finding you is what truly brought me back from Brace." Dramm blushes, embarrassed to say the words aloud. "I want to be there to help you as you realize that passion. You inspire me to find my own. To be more than I am. I want to always return to you."

Dramm produces a simple silver band. A moonflower is delicately etched into polished metal. Dramm coughs awkwardly, clearly uncertain of whether to kneel or stand or exactly what to say next. He settles on standing with one hand holding the ring, the other holding hers. He meets her eyes.

"Will you marry me, Ezekia?"


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Ezekia has been staring thoughtfully at Dramm as he speaks, but her green eyes widen in surprise when he presents the ring to her. Through the empathic link, Dramm can feel a surge of happiness and warmth, stronger than anything he has ever felt before. "Oh, Dramm," she breathes, a few tears of joy welling at the corners of her eyes. "It's been nearly a year and a day since you pledged yourself to me in exchange for my training and guidance. Before our terms expire, I have a few last commands for you. Love me with all of your heart. Never give up on us. Make me the happiest woman in the world."

The witch throws her arms around the sorcerer and presses her lips against his. "Yes! Yes, of course I will marry you!" she laughs, the tears now flowing freely down her pale cheeks.


Chapter 11: Prince of Darkness

Nearly a month after your return to Crossings, you gather on the small island in the Dark Waters where Ezekia and her coven perform their ceremonies. You have come to witness the wedding between Dramm and Ezekia. It is a small ceremony, the only other guest in attendance besides your party being Commander Rena. She stands in support of her friend, but watches the proceedings with an air of stoic skepticism, hands resting on her swollen stomach.

As the sun begins to set on this warm spring day, Urdra, the third member of the coven besides Ezekia and Joy, inscribes a circle upon the ground with her athame and walks its boundaries, calling on the Lord and the Lady to bless both the circle and the ceremony. Once done, she gestures for Dramm and Ezekia to step forward before the altar within the circle. Ezekia wears an embroidered white dress and veil.

Urdra ties the bride's left hand to the groom's right hand with the traditional red Handfasting cord, a symbol of their everlasting passion for each other.

"Thank you all for coming to witness the joining of these two souls in the eyes of the gods. May they be forever bound in by love and kindness. The world is a better place for their union."

Dramm and Ezekia recite their vows, then exchange rings and a passionate kiss. Urdra begins to clap, prompting applause for the newly married couple!

"And now, the couple will jump over the broomstick--"

The witch's words are interrupted as a crackling portal rips open in the air a few yards away from the circle! Hellfire burns through the rift and reality, and a clockwork leaps through! It is a plain consruct made from brass gears and plating, with a porcelain face resembling that of a kindly old man. It takes a few steps away from the portal and draws its sword as two creatures fly out in pursuit! They as appear as winged women dressed in diaphanous gowns spotted with blood, their long hair held back in braids. They would be beautiful were it not for the hatred contorting their features. They brandish fiery swords and speak words in High Archaic!

High Archaic:
"You've gone far enough, Roo! We will drag your soul back to Hell where it belongs!"

These creatures are frightening! Everybody must succeed at a Will challenge or be frightened for a number of rounds equal to 1d3 + your Insanity score.

Everybody may act! The creatures are about 8 yards away and flying 3 yards off the ground.


6 3 2 2 1 1 Master Magician/Witch/Trickster 10 (F) | S9, A13, I12 (w/coin), W13 | HP 13/31| Power 5 | Defense 14 | Insanity 3 | Fortune: No | Move: 10 | Status: Normal, definitely human

Joy smiles, in a new dress and all, flowers deftly woven into her hair.

I'm glad that I dressed up!

She is delighted for her dear friends and relishes their happiness.

Then, the air rends open...

Will challenge: 1d20 + 3 ⇒ (8) + 3 = 11

Joy is startled by the appearance of the trio but not so startled that she is insensible.

She calls out towards the gatecrashers:

"Leave right now! Or else we'll stop you!"

She thinks of Dramm and focuses her will on helping him.

Lasting Bond on Dramm, assuming he's willing.

Lasting Bond:

You can use an action to forge a bond with one creature within short range that can see and hear you. If the target is willing, you become connected until you die, the target dies, or you use this talent again.

Until the effect ends, you and the target make all Perception rolls with 1 boon while you are within medium range of each other. Whenever you or the target heals damage, the other heals half the damage provided you are within medium range of each other.

Finally, you can use an action to cause an image of the target to appear on a reflective surface you can see within short range and remain there for as long as you concentrate. The image reveals the target and the area within short range of it.


Male Faun Level 10 Hunter/Ranger/Acrobat | S11, A14 (16), I13, W10 | Health 51 | Damage 0 | D16 (23) | Move: 16 (18) | Perc 16 | Insanity: 3 | Corruption: 0 | NR: 2/2 | Fortune: Yes | Status: Regen, Oak Hide, Thorny, F. Grace, Agil, Cons, Phase

Sel is dressed in his finest for the ceremony. He's happy and proud of his friend finally settling down. It conjures thoughts of whether he should do the same. Looking at Commander Rena, he imagines how different his life would be if he were to take the same steps. His thoughts go back to that item, the one the fey gave him after the defeat of the Long Mother. He was still torn on whether he wanted to use it.

But he didn't have time to ponder more, because at that moment a portal from the fiery pits of hell opened up right in the middle of the ceremony.

Will: 1d20 - 1d6 ⇒ (7) - (3) = 4
If I can use Joy's good advice for two boons, that will become a pass.

Sel instinctively grabbed for his spear only to find that it wasn't there. He didn't bring it; there was no need to bring such a large weapon to a wedding ceremony.

His next move was to grab the bejeweled ceremonial long knife attached to the belt of the outfit - he wouldn't have had the knife if he wasn't wearing this particular suit, but it was a part of the dress. In his other hand he grabbed his elven dagger.

He stepped in front of Rena, protecting her from the Intruders. This is a wedding ceremony; leave now or explain your reason for interrupting.


Male Human Level 10 / S 11, A 11, I 14, W, 12/(-1 bane) HP: 38, Damage: 13, Perception 14 (+3 boons), Defense 15- Currently (18), Move 10, Insanity 1, Corruption 5, Sorcerers Strain (0), Status: (Normal) Fortune: Yes Bonus Fortune (1)

Dark magic boons 2, medallion bane 1: 1d6 ⇒ 6
Will vs. Frightening: 1d20 + 2 + 6 ⇒ (20) + 2 + 6 = 28
Imedren didn't flinch. Dressed in a new suit for his friends wedding, he was disheartened that it was likely to get ruined.

He was going to ensure that nothing bad happened. He wasn't entirely sure he'd seen what was going to happen today but it had almost been poetic in it's own way.

Imedren's Fast turn: Greater Sorcery- Lasting spell. +1 strain. Action- Cast Twain Self. He braced for the headache as several yards away the silvery portal opened and out came his older self.

"Agh, it's been a while," Eldren said. "What's going on?"

Eldren's Fast turn: Greater Sorcery- Lasting spell. +1 strain. Cast Accelerate. the same mercurial light suffused both of his bodies.

"Congratulations, you're here for the tail end of Dramm and Ezekia's wedding ceremony. Now help us make sure there's a happy reception afterwards!"

... ... ... ...

Imedren's Slow turn: Greater Sorcery: Lasting spell. +1 strain. Cast Third Eye. A dark blue light suffused the center of both the sorcerer's head, forming an eye pattern.

"Of course." Eldren said, taking a more solid look at the scene playing out before them. "Furies, hmm. This may require more preparation than usual."

Eldren's Slow turn: Greater Sorcery: Lasting Spell. +1 strain. Action: Cast Vision.
Again a flash of blue light suffused their eyes as they took in the scene in full truth. After a moment, Imedren recoiled in surprise.
"Really, men worship these things?!"

Eldren merely looked taken aback.

"I'd read several descriptions in forbidden books, but they fail to capture the truth."
Banes, 6: Greater sorcery 4, Medallion 1, Twain Self 1: 6d6 ⇒ (1, 4, 3, 3, 5, 2) = 18

Will vs. Outburst: 1d20 + 2 - 5 ⇒ (17) + 2 - 5 = 14


Female Halfling Warrior/Fighter/Champion 10 | S13, A14, I9, W12 | Health 62; Damage 6 | D19 | Move: 8 | Insanity: 3 | Corruption: 0 | Fortune: Yes | Status: Normal

Will: 1d20 + 2 ⇒ (8) + 2 = 10

Steeling her resolve, Uruuna rushes in front of the beleagured clockwork and draws her sword and shield. "If you want him, you have to get through me!" she declares, adopting a battle stance.

Boons: 2d6 ⇒ (2, 2) = 4
Prepared Attack: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24
Damage: 5d6 + 1 ⇒ (3, 6, 6, 6, 2) + 1 = 24


Lvl 10 Human Exorcist| HP 29/40| Defense 12 | Strain: 0 | Fortune: No | Strength 13, Agility 12, Intelligence 10, Wisdom 14| Move: 10 | Insanity: 0 | Corruption: 2 | Power: 5 | Status: Normal

Will Save: 1d20 + 4 ⇒ (10) + 4 = 14

Instinct quickly takes during the sudden interruption. Dramm steps in front of Ezekia protectively and his hand darts to his magical blade. Fear grips the sorcerer when the hand comes up empty. His knife was at the manor, left behind as he changed into his wedding clothing. Dramm suddenly felt very exposed. In spite of this he takes two steps forward, speaking clearly and sternly.

"Enough, all of you!" Dramm shouts.

"Hold, and sheath your weapons!" Dramm declares in High Archaic, holding up his empty hands. "You are outnumbered by powerful foes, and your attack interrupts a time of celebration. Bloodshed would not favor you now. A hunter knows when his quarry is out of reach in the moment. Speak instead, we can end this peacefully."

Dramm hopes his words reach the strange devils.

Banes: 3d6 ⇒ (4, 4, 5) = 13
Persuade Check: 1d20 + 4 - 5 ⇒ (11) + 4 - 5 = 10


”Our quarrel is not with you! This fugitive has escaped the punishment he deserves. We have not yet finished feasting on his corrupt soul!” one of the furies shrieks in High Archaic.

”I have come on a mission to save the world from falling to the Void! If you stand against the Demon Lord, you will save me from these devils!” the clockwork states in Common. It casts a spell, sending arcane missiles burning into one of the fiends.

The fiends swoop down, and Uruuna intercepts, slicing into one with her scimitar. They attack with their burning blades, but she dodges and blocks their blows!

”Ezekia! Rena! You will be safe in the Circle!” Urdra declares. She tosses her athame to Dramm. ”Use this to invoke your magic!”

Everybody may act!

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