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217 posts. Alias of kdtompos.


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XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

I am so sorry to all of you. But I need to stop running this game, and I apologize for how that affects all of you.

I currently find myself struggling to keep from being overwhelmed, which has affected my reliability and consistency as both a player and a GM. I have no excuses, just a sincere apology for the way this impacts all of you who have been an absolute pleasure to game with.

These games have been extremely enjoyable, and I am so thankful that you all have given me the opportunity to run as well as take part in what I still am pretty convinced is the greatest system currently for fantasy gaming :). This decision has nothing to do with the games themselves, and everything to do with my current inability to engage in them to the degree that honors you and your own commitments to it.

I appreciate you all, should I ever manage to get my crap together I look forward to gaming with you at some point in the future, should you decide to give me another chance.


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

Horn's melody seems to be doing something, as the great-horned owl with the dangling eye begins to furl his feathers as if shaking something off. Before he can finish the question, however, the flickering lights that have been filling the shadows around you release into chaos like wasps from a rattled hive.

Horn immediately feels a flash of pain as something pricks his right ear. A hand that moves there reflexively reveals a bit of his own blood. He's finding it incredibly hard to focus on maintaining his song, let alone converse with the owls.

Four of the owls dive down at the adventurers, screeching in their descent with talons outstretched. But causing greater alarm are the lights that begin to dash out of the darkness, leaving small gashes in your clothing and tiny openings in your skin where something has sliced open the tissue. Skorabor and Djack both begin to feel the tiny pricks as well, as these mysterious lights assault you through a thousand papercuts.

Mandus and Giltharon, who are a few yards down the mossy path instead watch as tiny streaks of light swirl and dart across the path where the others are standing.

What do you do?


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

You don't find anything particularly noteworthy within the tangle of fur and bones, save for enough bones to make up a handful of small to medium sized forest animals.

Astonishingly, Horn doesn't see any animals as he walks, which is unheard of for the Halfling. While others may traverse a forest and never notice the life around them, you are often almost supernaturally aware of when a squirrel is nearby, or a vole is expanding it's burrow just beyond the brush. Here, however, things seem eerily silent and vacant. There must be animals in this forest, as where would these bones come from, but you are unable to find them currently.

As you call out in the language of the owls, the flickering lights that you had seen earlier dancing and flitting within the shadows of the brush begin to appear once again. You hear a rustling in the trees above as five separate owls come from a handful of different directions to rest in the upper branches of nearby trees at your call. And the sight of them makes you sick.

One of them, a great horned owl, has its left eye dangling from the socket, down near where its beak is. Another, a speckled barn owl is missing most of its feathers, and black fur is beginning to grow to cover the bald patches. Still another is unidentifiable beyond the basic bone-structure of a bird of prey, as the flesh is so mangled. You can't help but wonder how it takes flight. They look down at you from their purchases, silently questioning you with their eyes.


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

Useful? There isn't much here that you could use in a physical sense, unless you plan to take up some sort of woodworking hobby. Not far from the path that continues forward, however, you find a collection of various animal bones. They all seem clumped together in a ball of fur and crushed bones: a half skull here, some ribs here, part of some antlers here.

If you wanted to dissect it, you might be able to assemble something you could reanimate I suppose, if you would find a raccoon or boar particularly helpful. If so, let's hope you're good at anatomy puzzles.


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

Yes, one rock each. Likely one or two extra I suppose as well, since it would be rather coincidental if the stone broke into exactly as many pieces as present in the group.

"What effect will these have on the oak?" the silky voice replies, echoing Skorabor's question. "None, I imagine. Think of them as anchors. This forest will try to shift all around you, moving you with it, but this will keep you rooted. The ghost stones create a web throughout my forest, and with one destroyed we can use that web to our own advantage. And as far as finding me should you need me, I suppose you can just call? Rest assured that I'll be watching."

At that, the decaying elk turns and begins to trot back into the dark foliage. As it does so, it passes beneath a beam of sunlight that pierces through the canopy above.

Djack:
For a moment, it's as if the sunlight illuminates the massive elk as it truly is. It looks positively majestic, but bound. Its mouth is gagged and eyes are blind-folded. Shackles dangle from its legs, and a tapesty of thick chords pulls at its antlers like sadistic reigns. Seated on its back is a voluptuous woman that appears so foul that surrounding light appears to be pulled into her like a vortex. As incredibly attractive as she is, her form shifts and roils beneath her clothing like shifting insects, and flaps of skin dangle from her arms and legs like from a corpse. Beneath the flayed skin, where bone would be exposed, lies dark wood like that of an oak tree. You feel simultaneously enraptured and nauseated. You have no doubt which one has been speaking to you.

But in a moment the figure steps past the beam of light, and regains the familiar appearance, then disappears into the brush. You've spent 1 virtue.

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

Should you push forward into the brush, the flickering lights you had seen earlier continue to move with you--flitting amongst the shadows like stalking eyes. You note the deep gouges in the trees that Skorabor had studied earlier, covering every climbing trunk. You can feel the forest trying to shift, like a ripples in a pond, but the landscape doesn't change (Assuming you have all taken up one of the stones)

A few yards in, there is a clear fork in the subtle path. You may continue forward toward the heart of the forest. You notice large depressions in the tall grass in that direction, much larger even than those the mysterious elk would have left.

To the right breaks another path. This path descends somewhat downhill, and dark green moss covers the trees on one side. There is a musty scent carried on the cool wind from this direction, the scent of the deep earth found in tunnels and caves.

Inexplicably, you sense that either direction follows a strand of the web formed by these Ghost Stones.

What do you do?


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23
Giltharon Doran wrote:


I read that as Jack and Jill O.o

Ha!

Alright, the current slowdown has been entirely my own fault. Thank you all for your patience and sticking with it even when your DM has been out of it. Let me move things forward so that you aren't all still stuck sitting around like I've left you.


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

"If that is what you fear," the silky voice replies, "then you must have been reckless in destroying the first? It is more likely that you recognized its taint. I ask you only to continue doing as you are doing. If you will, then take these..."

The stag lowers its head, a rather trusting gesture considering the circumstances, and begins to nudge some of the remains of the ghost-stone in your direction. For a moment, the stones glow as they are touched by the chiming antlers, then fade.

Feel free to take actions here if you wish, but I'll bump slightly ahead for ease.

"These will help you find more of the stones," says the voice, as the stag raises its gruesome head once again. "listen to its hum, which will howl louder as you approach another stone. Furthermore, they wills serve as anchors in this twisting forest. You will not be swept away in it various paths while you hold it. But it must be held."

I'm also great with Djack's Valor move.


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

"You ask a good question. And I in turn could ask the same. You speak of ending this blight but carry the same taint as it. But I would trust you because I see little other options currently, and you offer me hope for something better. It is my intention to offer you the same. If it makes you more comfortable, then remain skeptical and keep watch on me, as I will do the same of you."


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

Horn, in regard to that statement: "And my relationship to her is identical to your own, though further progressed.. I too would like to be free of her, but can't do so with her stones that confine me." You feel that most of that is truth, but sense a hint of deception. Often the best lies are mostly truth.

"So many questions, servant of the First Forest. I am the guardian of this forest, and rarely would I be seen or needed. But since the corruption that has taken over... this "Oak" as you call her, I am no longer in control of my woods. Would you prefer, perhaps, if I speak to you as an elk would rather than a tongue for all of you to understand?"

Djack, if you get the feeling this is a dangerous situation then I think your valiance would kick in. And I'll agree on all 3 points of valor.


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

"A servant of the first-forest, you say?" replies the voice, feigning surprise at the news. "I know of the one you refer to, though as a point of contention it is only others that call her The Oak. It is because they use such a tree to communicate with her. And my relationship to her is identical to your own, though further progressed. I can see that many of you have already been marked, and before long shall serve her or perish I imagine. I too would like to be free of her, but can't do so with her stones that confine me. Give me the freedom to move beyond these stones, and I will lead you to the one you call The Oak. You will not fare well in the forest without guidance otherwise."

What here is useful or valuable to me? I'm applying this question to the conversation. Let me know if you intended otherwise. You fully believe that Sage is able to help you navigate the forest. While you may not know what Skorabor knows of the forest's tricky nature, you can discern the truth in that final sentence. You will be lost without something to guide you.


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

Conversation is a great way to discern realities I'd say. Roll away!


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

"Destroy more of these stones, as you have already done. Their presence blocks my influence, as you can see. Help to free me and I can help guide you through the forest."

The chimes hanging from its antlers rattle as another breeze sweeps through, with the same foul and stale scent. You can hear noise now from the tunnel as well, where you just emerged. It seems the hunter might be sealing it up, as he indicated he would.


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

The rearing creature pedals it's large hooves as it snorts, but takes the moment to step back shakily so that it brings its weight down before the Dwarven Slayer rather than on top of him. The creature seems confused, disoriented for a moment before the calm comes as well as the silky voice.

It looks around itself for a moment, to see that it now stands beyond the edges of the thick underbrush--partially in the clearing where you emerged. The thick grass at its feet is already tangling and weaving upward slightly as though growing at a more accelerated pace. You imagine that at such a rate, the clearing would become as thick as the rest of the forest by the morning.

Skorabor can feel it twisting around him, slowly snaking up his sleeves and down into his boots.

"I see one of you has already entered the forest." the voice observes. "You will not find it easy to navigate. Perhaps that is something I could help you with, if you're willing to help me as well. Unless there's something else you desire...?"


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

The decaying creature nods as it listens. You can tell that Horn is growing more and more uncomfortable as this conversation persists. This vision is clearly a mockery of the majestic creature it once was.

"So you have." replies the lilting voice. "You may call me Sage, and in many ways I am this forest. And my immediate business is finding out what manner of creatures would be destroying a ghost stone. Now, you asked if I would aid you, but I'm not sure how you would like me to do so?"

Skorabor: Branches and limbs lash at you like whips. The damage is superficial, but distracting. Ahead of you are strange flickering lights, like fireflies high in the brush. You can hear Mandus' voice building, following by another -- one that is both bitter and sweet.

Suddenly you crash into the clearing you left what seemed like perhaps a minute ago. Before you is the mighty stag you had seen at a distance, but from up close you can see the pale, almost luminescent skin that covers the gaunt body. You can see that any flesh has been removed from the hollow face, and you can see the charms and totems that dangle from the twisted rack.

It rears up, snorting and towering above you as you come sprawling toward it, with hooves twitching and threatening to crash down. What do you do?

And I'm so sorry for not replying to your question Skorabor. I promise I replied in my head, but as I was thinking of what this Elk-thing would say I forgot that I never answered it physically. Yes, you do still get xp for missed rolls on things like Spout Lore or Discern Realities. Especially because a miss there can cause as much trouble as anywhere else. A roll never results in nothing (like a straight miss... "you don't find anything"). In this case, to reveal some of the behind the scenes, while you were absorbed in trying to study the markings you missed the forest shifting around you--ending up somewhere new and foreign.


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

The Elk-corpse tilts its head, pondering your words. The charms and bangles dangling from its antlers rattle and chime in the process. It seems confused... no, intrigued.

After a moment, it rights it head again as you all feel the chill in the morning air which suddenly smells stale and foul.

"Oakhearted? comes a feminine voice, silky with its lilting tones of amusement. Its not at all what you would picture an elk would sound like (and Horn, who has actually spoken with Elk knows the voice to be uncharacteristic) "Will I aid you? What is it, exactly that you intend to do, wielder of the dead?"

Skorabor: Please roll Defy Danger (Con) and describe how you charge through the brush. You no longer hear the howling, but you have your bearings and barring any unforeseen complications imagine you should arrive there shortly.


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

Horn is hesitant to participate. The song of the forest is for his people, the halflings, and the forest herself. Though at the moment is seems that perhaps it is the forest that needs his help.

Humming lightly, the rest of you wedge the stakes in wherever you can find a crack, some of which stick better than others. As Djack lights the tinder there is a loud whistling as the flame draws nearer the rock--like the sound of heated air escaping its vessel. The whistle crescendos to an almost earsplitting howl. Those that can see the shadowy silhouette of the innkeeper watch him dissipate like fog in the breeze, as the stone cracks further from the heat and crumbles to the ground.

As the echoing howls fade, you are alarmed by a snorting noise behind you. The elk-like creature that Skorabor had seen earlier stands at the edge of the clearing. It's shoulders raise to Djack's full height, from them emerges the skeletal head of an elk. The pale flesh that covers the rest of its body doesn't extend to its head, where hollow sockets glower at your group. Its antlers reveal years and years of growth, with charms and totems dangling from the branches of horn.

Likewise, you have the feeling of being watched, as small lights begin to fill the surrounding brush like lightning bugs. What do you do?

Skorabor: You're finding it worthless, pushing through the brush with out any idea of where you ought to be heading. The thorns claw at your clothing and the edges of your trimmed beard. Then you hear a horrible whistling howl. You aren't sure why, but you imagine it has something to do with the others, and for the moment it provides a heading. Though it seems further away than you would have expected. How have you ended up so far from where you started?

Should you follow the noise, how carefully do you do so?


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

Alright. Holiday weekend is over, let me catch up and we'll have things rolling again. Thanks all for your patience!


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

Skorabor: The cuts look deep, far deeper than you would expect from any sort of scraping or clawing. And the trees are covered in them, as if they'd endured this assault several times. As you pointed out, it makes you feel uneasy.

You step out of the brushwork, intending to address this elk head on, but you don't see it. You don't see it anywhere. You don't even hear the scraping anymore.

In fact, several things seem different. The path doesn't appear to be leading the same direction that it had previously. In one direction, southward, the trees bend and arch over the path like a natural tunnel. It's incredibly dark in that direction as the latticework of branches arching overhead cuts out all but a few pinpricks of sunlight that filter down in tight beams. The ground seems well tread in that direction, churned by either several passing feet or large powerful ones.

The other path, toward the north, is lighter. But objects dangle from the trees like windchimes, made from the skulls and bones of small animals. You think you can hear voices in that direction, but not like they're in communication because they come from several different directions. You are unable to make out any of the words. What the hell just happened?

What do you do?

All Others: You have gathered a small pile of living wood. The lumber here is easy to cut as the trees are relatively young still at the edge of the forest. What is your plan?

You can still hear the scraping from the path to the east, slowly building but quite a distance in. Skorabor must be checking it out.

And to the north, if you follow the creek, you're certain you could find the path that the villagers used in the past to reach the Oak Tree.

What do you do?


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

You still have some time, Skorabor, which is used then to try and study these marks. Ask your question then roll Discern Realities.


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

Sensing Skorabor's alarm, the figure rises to its feet, feeding off of the emotion and energy. But it doesn't attack. It starts to glide forward toward the slayer, but lurches as if chained to the stone. His shoulders go limp and he leans there as if exhausted. You get the feeling that you have little to fear from him in his current state..

To the east, the whimpering has stopped. Instead you hear a scraping, pushing through the undergrowth.

What do you do?


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

Cool. So destroying a Ghost Stone requires living wood as well as life energy? Awesome and fitting with "The Oak".

You recall that a wedge can be driven into any crack in the stone's surface, which will destroy the tether keeping the ghost between two worlds. But the wedge must be crafted of still living wood, no more than a few hours after being cut. And one must give of their own blood, their own lifeforce, to complete it.


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

Fixed, oops.

I even edited it into the original post, so future lurkers will think I had it right to begin with. Phew.


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

Also, I assume some of you may be interested in this sort of thing, simply because I very much am.

The creator of Apocalypse World (which DW is a hack of) is working on a medieval/fantasy version. Not a hack, per se, but a new game that is tied so much into the concept of Apocalypse World that it warrants keeping the moniker at least in part.

While I love Dungeon World, there's something very beautiful about Apocalypse World that DW simply is unable to replicate through its own modifications. So this new development has me VERY intrigued.

Here's some links to the process, if you are also curious. Sharing is caring.

Blog which currently also displays the first sample playbook.
Development Thread on the Apocalypse World forums. This would require a bit more work to find and digest the interesting parts, but if you do it explains more of the intention and process.


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

Gil, Horn and Skorabor: please find a place in your profile to record the progress of the shade's corruption--a scale from 0 to 6. Mark the first degree, if you would, now at 1 of 6.

As Mandus and Djack debate the sinister or beneficial implications of the Ghost Stone, the rest of you begin to see something. It begins with everything growing slightly darker, as if the sun has passed behind a passing cloud. But then you begin to notice the outline of the large man sitting with his back up against the runic stone. His outline is faint, like the shadows you see out of the corner of your eyes when you're by yourself. But then it begins to take more form.

There's no hard definition, no distinctive features, but enough of an outline that it begins to look familiar--like a man you've met recently. Like an innkeeper who collects tongues.

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

Even should they look, Mandus and Djack don't see anything.


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

With your previously successful Spout Lore check, I'm allowing you to designate what might destroy a Ghost Stone if you have an idea. I will likely add to whatever you say, however. Also, there is no ritual involved in communing with the spirit of a Ghost Stone should you wish to do so. It is simply a manner of opening up to it, for better or worse. I should have included this information after your Lore roll.


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

Horn's ears twitch, as if he's studying the noise. He was interested in the unnatural stone as well, but the noise has arrested his attention. "It doesn't sound natural." He comments, quietly so that only his blood brother can hear. "It sounds like a deer, or a stag... but something is off. I don't think I trust it."


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

Mandus: After a bit of thought, you recognize the rune etched into the stone. It's used to mark death, or more appropriately -- undeath, though not in the traditional manner. It isn't anything sinister, as the spirit it keeps from dying has only extremely limited interaction with this plane through it. Sometimes spirits are bound to this world, and this marks their connection. Without a host to occupy, they are tethered to this plane by such a rune. Where have you encountered such a rune before?

Djack: A chill goes down your spine as you too recognize this rune. This is a Ghost Stone. They litter places of defilement. Whenever a corrupted creature perishes close enough to its foul source, a stone emerges from the soil somewhere within a short distance of the place of death. It makes corruption that much harder to root out, as its carriers don't seem to fully die.

Practitioners of the occult use these stones to communicate with the spirits that are tethered there. They claim that not all are malicious. In your studies do you also recall a way to destroy Ghost Stones? Surely that would have been covered eventually, no?

Also, observation such as watching/listening won't need a roll, so we get to ignore that 6- roll! Let me know what you're watching or listening to and I'll tell you everything you see or hear. I will ask you to Discern Realities if you interact with the environment in such a way as to discern things beyond what is simply seen or heard.

Skorabor: In regards to the above note, to what degree are you studying the Ghost Stone by tapping it? Is it extensive, or half-hearted? If extensive, then please roll Discern Realities.

Those of you that watch down the trail, where there seemed to be a movement of light, see nothing further. Though gradually you hear the low groans of something in pain. They don't sound shrill or panicked, but like moans and whimpers. They are almost too quiet to perceive over the sounds of the creek behind you. What do you do?

It is also very fitting that there'd be some strife when you all got together. I'm glad things aren't just "Oh hey, we're best friends now... let's adventure!"


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

Mandus: It's a treacherous course without any light, but you assume that you'll come across Gil's corpse or at least a bit of blood before you get in too much trouble, so you plow through. You tumble violently at the drop, muddying yourself but avoiding any injury. At the bottom, you check to insure that nothing was lost in the spill then continue forward and up the steep incline to where Gil is waiting.

Djack, Horn and Skorabor: You enter the tunnels shortly after Mandus has departed. Djack pulls a torch from his supplies (Mark 1 use of Adventuring Supplies) and lights the tunnel for the three of you. You follow the fresh boot prints and claw marks of the other members of your group, and note the slide where Mandus tumbled down beneath the creek bed--avoiding the same situation yourselves. Eventually, you all emerge, grateful for fresh air again.

The climbing sun pierces through the foliage overhead in small beams and sparse patterns. You can hear the rumbling of the creek behind you, aware that the tunnel you just traversed must have dipped beneath it. With the sound of the creek as a guide, you could follow it north toward the bridge the innkeeper had spoken of and the tree the townspeople once used to communicate with the forest. Ahead of you, however, the grass and brush has been matted by recent travel... presumably the Wargs and Halfling the night before. The light seems to get darker the further your gaze travels down that path however, the branches leaning in over the pass like skeletal arms.

There is a large stone near the path, with a rune etched into it that you don't recognize. There is no moss yet within it's cracks and crevices, nor has any of the surrounding foliage begun to engulf it.

For just a second you see something flicker down the deer trail to the east (ahead of you), but not long enough for any of you to be certain you saw it. What do you do? Is it worth plowing ahead, or should you pursue the tree first? Perhaps you have another plan?


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

Thanks for the heads up Horn!

And I'll keep track of Princess Kathryn Jillian "Jill" of Whiterose. I like it.

I'm back from the wedding and ready to roll. I don't usually like doing this, but I'll push things forward a bit as there seems to be a stall. Update coming shortly.


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

Looks good, Djack!

What was the girl's name? In case she shows up later for any reason.

Also, I'm heading out of town for my brother-in-law's wedding, and he lives off in the boonies of Oregon. So I'm off the grid for a few days. I'll reply to any actions that have been taken as soon as I get back!


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

Cool, I like that description. It seems they're hope, materialized, as well as judgement. Great!

As for having torches--those would be included in your gear as "adventuring gear". You didn't choose that as part of your beginning equipment, but I can't for the life of me figure out why the playbook makes you choose between adventuring gear or dungeon rations. "Hmm, do I want to bring equipment, or food?" What possible situation wouldn't call for both of those? So I'm going to houserule that even though you didn't select it, you ought to have adventuring gear.

So when you get your profile set up, include "Adventuring Gear" under your equipment. Then mark 1 use to light a torch as that seems to be what you're doing.

As an aside for anyone this confuses, Adventuring Gear is a catch all for the standard equipment you might need as an adventurer. Anytime you need something like a torch, or firewood, or a grappling hook, or chalk, etc. You would mark a use and assume it's part of your gear.

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

Now there's just two other questions I'd love you to answer for me Djack:

How did you get this position you have now? And what treatment does that earn you throughout the Kingdom?

Why is it, do you think, that a chill goes down your spine whenever the Witch Hunter addresses you directly?


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

Keegan, the other torch bearer, smirks as he lifts his chin slightly in farewell to Djack. Keegan is a young soldier as well, with scruff on his face because he is not yet able to grow a full beard, but a confidence far beyond his skill level. You can read in his eyes a sense of pride. For even though Djack is the one being sent to watch over these travelers, it seems Keegan interprets the job as a sort of babysitting job for the subordinate. He doesn't say it, but you can feel the sentiment... as if he's daring you to die out there and prove him right.

Both torches are already lit and burning. They're held in holsters attached to the first Witch Hunter's saddle at the moment, as described previously. I'm still eager to hear Djack's explanation though of their significance as well as his ordered protocol with them. At that point we'll know if one of them is travelling with you guys or not.


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

No, I'm glad you did. The answers you give to those questions will help us know if you should have it or not. So you might not have to travel by touch.

There's also some questions I put up earlier. You answered the faith component but there's still a couple others lingering.

Don't worry that I'm asking these questions as some agenda against you guys. I ask them because your answers shape the world and our story. So my questions above we're genuine: what makes those torches more significant than light sources? And what's your responsibility regarding them should you separate from the witch hunters?


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

Haha, my bad. Let me ask you then as they haven't been defined. Clearly you carry torches as part of your station with the Witch Hunter. What significance do they hold, as you didn't bring them just for light? And what were you trained to do regarding them should you part from the Hunters like this?


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

There were 2 of you (torch bearers) who are really soldiers who accompany the Witch Hunters. You carry the torches because they're of religious significance and must accompany the hunters as well. He sent you because he doesn't trust these two and needs eyes on them, but can't leave himself nor send the other witch hunter. He could send both of you. But he didn't. Maybe it's a suicide mission.


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

You didn't make any mistakes at all. Your joke though about them being a "couple" struck me as especially funny in light of previous events. Well played.


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

I know the others are catching up as well, but none of you (Mandus, Horn, Skorabor or Djack) can see anything in the tunnel. Unless you specify otherwise, you'll be travelling by feel alone.


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

I think the reason I like that blunder so much is because our previous "princess" was actually a cross-dressing male. And we had out-of-character confusion regarding whether he had a romantic trist with the Dashing Hero, and Gil was building toward an in-character confusion regarding his own attraction...


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

Gil: The slope is slippery, and there are a couple of times that you're certain your sliding and cursing has alerted whatever might be above of your presence. Luckily, as you finally emerge, there appears to be no such danger.

You are on the far side of the creek, and you can hear it's tumbling waters behind you. Above is a thick canopy of leaves, which filters the sunlight in strands the cause the dust and pollen to shimmer in the air. The grass is well travelled in this area, matted to the ground and revealing a blatant deer trail of sorts that travels further east.

There is also a large stone here, engraved with a mark you don't recognize.


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

Sorry for the delay. I'll roll parley for you instead of asking for it to keep things moving. Apologies for rolling on your behalf twice in a row.

Parley: 2d6 + 0 ⇒ (5, 2) + 0 = 7

The Hunter studies you for a moment, as if assessing the sincerity of your pursuit. You can hear murmurs from the others, who are quite convinced that letting one of these Halfling beasts return to their master would be a horrible idea. The Witch Hunter, however, seems convinced otherwise.

"Pursue if you wish, and take your Slayer in tow. But I am also sending one of my men with you. He will be able to cleanse what you cannot, even if what he needs to remove is you. And we will seal that tunnel behind you and purge this town before I pursue this corruption further. If you are genuine in your intentions, I expect your return within 3 days. Otherwise I will consider it all the proof I need of your own corruption, which would only be remedied should we find your corpses when we cleanse the forest ourselves."

He turns to the torch-bearing soldiers beside the mangled abomination. "Djack, you will go. And you carry with you the authority of the crown to rid the world of these two should they prove false. Be wary of them."

Looks like you have leave. What do you do?
And Djack, you're in now!

Gil: You follow the tunnel to where it drops, easing yourself down the slope. Twice you slip and slide a few feet further down but nothing is damaged in the process. The ground is cold here and quite damp when the path levels out. Another 20 yards ahead it slopes back upward at a similarly steep incline. You aren't sure if it's a play from your torchlight or not, but it seems to be lit from above... possibly daylight. How do you continue?


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

Horn's Volley: 2d6 + 1 ⇒ (3, 6) + 1 = 10
Damage not relevant

Horn: Your spear spirals through the air, burying itself deep in the creature's hindquarters and stalling its charge. Mandus would need to spend 1 power to maintain it. The warrior it was charging raises his own weapon to arrest the attack, while the second brings his sweeping in and digging into the Worg's neck--almost severing the head. Final power to maintain.

Skorabor: Your blow is the death knell. Your axe separates the lupine form in two, just below the ribcage. The Witch Hunter appears beside you, rapier still drawn and quickly evaluates the body while glancing back to the barn for evidence of more. "Leave the corpse." he bellows, kneeling beside it and reaching for the symbol around his neck.

"That was you yelling, correct?" He asks quickly of the Halfling, not even looking up from the mangy halves before him. "Where did this thing come from? We must close its passage before more arrive."

How do you respond?


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

That sounds great! Let me know if there's any areas I can help you understand.

You'll be starting at lvl 1, which means you get to assign the scores of 16(+2), 15(+1), 13(+1), 12(+0), 9(+0), and 8(-1) to any stats you wish.

Damage die is assigned as d10, and HP is 10+Constitution (Which means 10 + the full stat, not just the bonus). You'll also have 2 armor (maybe 3).

For Drive you can pick one of the 3 listed there, or outline something else that you would claim as the greatest motivator for your character.

Pick one of the Background options, which serves as a racial bonus.

Your starting moves are already assigned, so no worries there. But you'll need to pick gear:

Your load capacity is 12+STR (meaning the bonus from the stat, not the stat itself). You get scale armor to begin, and a mark of faith which you'll get to describe (which is why I've also left the Witch Hunter's mark of faith non-descript so far)

Then you choose either Adventuring gear (catch all equipment with 5 uses), or Dungeon rations and a healing potion. Then pick your weapon(s): Either a Halberd; a Longsword and Shield; or a Lance and a Flail.


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

Gil: Using the flint of your pistol, you're able to light the tightly wound cloth. Without some sort of accelerant for the torch, it doesn't burn very brightly, but it's enough to give some light that your elven eyes can use.

The tunnel leads on in only one direction, so if you anticipated a sort of underground tunnel system you're feeling a bit disappointed... or perhaps relieved. The tunnel continues for about 30 or 40 meters before a steep decline drops beneath your view. What do you do?

Mandus? How do your creations work as you get further away from them? Do you maintain direct control through thoughts, or is command a verbal thing (so it would simply follow your last commands to the best of its ability)? You have a conundrum. It sounds like you wish to continue down the tunnel, but Gil also wants you to stay near the entrance. Which do you choose?


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

Cool, I assumed so in the previous description. So he continues charging ;)


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

I like him, a lot. Should be a great fit!

I'm assuming that you have the Gallant playbook, but on the off chance that you don't I can link it to you this evening. With that you can create the character via standard creation rules.

Don't create Bonds quite yet, however. I'll give you guys a moment to do so based on first impressions in the near future.

Right now I am NPCing your character, and will be working toward serendipitously linking him with the others. But we'll have to play to find out exactly how.

Questions for you regarding your character:

How did you get this position you have now? And what treatment does that earn you throughout the Kingdom?

Why is it, do you think, that a chill goes down your spine whenever the Witch Hunter addresses you directly?

You speak of "true faith"... what is it, or perhaps "who is it" that you believe in?


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

Mandus and Gil: The two of you scurry down into the earthen tunnel, which smells as foul as the Wargs that undoubtedly made use of it. Though you are forced to crawl on your hands and knees in the dark soil, there's more than enough room to keep you from feeling too cramped. It's completely dark, leaving those with even the most sensitive of eyes without a bearing. How do you proceed? Do you charge forward? Do you wait for the others? Do you have other plans?

Horn and Skorabor: As the three men advance on the barn, torchbearers from the north and Hunter from the south, an monstrous creature of mangled fur and misshapen form bounds from the open doors. A flaccid tongue hangs from between the yellowed fangs, and the way he runs on twisted limbs looks horribly unnatural. It rushes the two armed men to the north.

At that moment, a Halfling springs from the shadows as well with spear in hand--accompanied by the deafening blast of a gun shot. The Warg spins almost 360 degrees in the air as the ball slams into shoulder and chest. Mandus, spend 1 power if you wish to keep its front legs. Ten yards away, the Witch Hunter stands with his flintlock pistol drawn and a haze of smoke around him. No one had seen him pull the pistol from his side, let alone aim the unwieldy weapon.

You can see his eyes flick quickly to the Halfling and in a second assess the situation and threats. Whatever his conclusion, he then pursues the undead Warg.

The two torch bearers seem unshaken by the creature's charge, nor even the blast that shook it. With weapons drawn they separate slightly in order to force the creature to open a flank.

It's not likely that either Horn or Skorabor could reach the creature before it barrels into one of the two men, but could likely do something before the man is completely mauled. What is your plan?

The gathered men of the town are quickly setting up a sort of line to the creek just beyond the village's edge to the east. The salt-and-peppered gentleman who was actually speaking with the Hunter in the town square is organizing the bucket brigade, now that rain barrels have been exhausted.


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

I think that was a very fitting place to attempt Interfere, as it would have made a difference. But like you said, at least you get xp!

Skorabor: The man gives you a strange look as you push him around, obviously as unaccustomed with being in that position as you were. But it's difficult to assert over a dwarf, and the fire is a greater concern. Half-soaked, he trudges backwards toward the inn, where the two of you douse the north side of the burning building where flames are threatening to jump the gap to the next.

Bursting from the smoke and flames at the door comes the Witch Hunter, dragging the large and blackened remains of Rodcliff the innkeeper. His lower half and right side are black and blistering, but he was removed before the whole body could cook.

Suddenly, a voice booms from the barn across the street...

Horn, Mandus and Gil: When one who speaks with all the tongues of the forest is outraged, there is little doubt. Horn's voice booms like the shifting of a mountain, with the guttural rasp of a mountain lion's roar and the shrill of an eagle's cry. "YOU WILL NOT DEFILE THIS ANIMAL IN MY PRESENCE!"

Even the risen Warg cowers for a second at the authority in the voice, though it does nothing to disrupt the magical energies that cause the beast to stand. Certainly, you weren't the only ones who heard that.

Back Outside: The thundering voice leaves no doubt that something powerful is within the barn. Women gasp at nearby windows, some of the men drop their barrels and reach for the shortsword at their side. The red-headed man beside Skorabor react with the most alarm, rushing toward the inn before another booming voice calls his attention.

"Back to the fire!" The Witch Hunter demands. The force of his own voice has none of the thunder that came from the barn but far more force. "Preserve this body. We will see to the barn."

The two imposing figures that entered town first beside the Hunter are now approaching the scene, having taken their time rather than rush with the townspeople. They nod and deposit their torches in holsters attached to the Hunter's mount's saddle, then draw their blades with practiced confidence.

The Witch Hunter slides his holy relic from beneath his tunic, so that it is displayed prominently on the chain around his neck, then pats the firearm at his side and slides the exquisite rapier from his own belt. The three approach the barn with weapons drawn and severe expressions.

What do you do?


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

The group so far enjoys just about no "clout" at all. They are all of a race outside of humanity, in a backwater town, and very likely to be at odds with any authorities in the near future. So throwing in with them will likely diminish your own clout more than raise theirs, but would certainly benefit somewhat.

The quickest integration would have you as one of the two torchbearers that accompanied the Witch Hunter into town. They're both proficient soldiers of the kingdom, and we could hook you into this either through a bit of righteous rebellion, a mishap that sucks you in, etc.

If you have a habit of "getting too close to something", then some sort of mishap that pulls you in might be the more fitting route.

What are your thoughts?

As you build your character, I'll have other questions for you as well which will help define our world.


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23

Ahhh, yes. Gerard was recruited as a 5th player. I asked him to jump in the discussion thread here so we could work on building his character. The previous conversations with him were attached to my other game, so this probably came out of nowhere here. But I think it'll be an excellent addition. And my initial impression was that the Gallant is a great class. I think it would bring some fun conflict with Gil as well ;)


XP - Giltharon: 0, Horn: 1, Mandus: 7, Skorabor: 8 || ------------------ || HP - Giltharon *16/16, Horn *18/18, Mandus 16/16, Skorabor *23/23
Giltharon Doran wrote:


What just happened?

And Gil is like 6 foot 2, but carries himself in a manner that makes him look taller.

in game? You guys aren't aware of this, but Heathcliff (gentleman with the red hair) works in the stables. He saw something move in the stables when he came in, but didn't catch enough to know what it was. Being familiar with the building he's perceptive of changes, as well as familiar with how the horses would react with different situations.

Hearing one of his horses (presumably) calm and relaxed was enough to assure him that whatever seems off in there can wait until after the raging fire across the street is dealt with (the bigger issue at the moment).

If there weren't the greater concern, something so trivial certainly wouldn't have deterred him.

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