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I'm quitting my job this Sunday and putting the games that I'm DMing on hiatus until I find something else to do - shouldn't take too long, but I don't want to stress out about updating these regularly when I need to be focusing on work.

Thanks for your patience, y'all.


I'm quitting my job this Sunday and putting the games that I'm DMing on hiatus until I find something else to do - shouldn't take too long, but I don't want to stress out about updating these regularly when I need to be focusing on work.

Thanks for your patience, y'all.


The journey takes two rations' worth of time to reach the Telvanni tower ordinarily, but Lionel spots a lesser-used road off the beaten path that shortens your time. You encounter a caravan of Khajiit, 7 cats in total. They see you at about the same time you see them. They are traveling toward you on the side-road you're walking on, and will walk past you in a few moments. They don't appear to be readying any hostile actions. What do you do?

(Consume 1 ration for your trip).


When you open the skull's mouth, it creates a miniature black hole in front of its front teeth!


Apologies for being AFK for the past few days, I will post an update tonight!


Apologies for being AFK for the past few days, I will post an update tonight!


Excellent. Hisstla, could we get a Quartermaster Wisdom roll from you please? I'll update later today with the results of your rolls.


If the rest of you agree, let's see some Perilous Journey rolls. (You are still free to disagree and debate a different course of action, I'm just trying to keep things moving.)

Undertake a Perilous Journey
When you travel through hostile territory, choose one member of the party to act as trailblazer, one to scout ahead, and one to be quartermaster. Each character with a job to do rolls+Wis. ✴On a 10+:

the quartermaster reduces the number of rations required by one
the trailblazer reduces the amount of time it takes to reach your destination (the GM will say by how much)
the scout will spot any trouble quick enough to let you get the drop on it
✴On a 7–9, each role performs their job as expected: the normal number of rations are consumed, the journey takes about as long as expected, no one gets the drop on you but you don’t get the drop on them either.

You can’t assign more than one job to a character. If you don’t have enough party members, or choose not to assign a job, treat that job as if it had been assigned and the responsible player had rolled a 6.

Distances in Dungeon World are measured in rations. A ration is the amount of supplies used up in a day. Journeys take more rations when they are long or when travel is slow.

A perilous journey is the whole way between two locations. You don’t roll for one day’s journey and then make camp only to roll for the next day’s journey, too. Make one roll for the entire trip.

This move only applies when you know where you’re going. Setting off to explore is not a perilous journey. It’s wandering around looking for cool things to discover. Use up rations as you camp and the GM will give you details about the world as you discover them.


You get no answers from your prayer and meditation, Vorgo. You still don't feel any physically different, but Tiamat's voice is yet distant.

The healing potions are bog-standard and recognizable even to the most illiterate of barbarians. Wek, you and Shattertooth can both apply your partial-successes for Spout Lore to other items, or discard them. (The rolls, not the potions).

Lur, you are jolted awake suddenly by a spike of adrenaline triggered by a subconscious dream or memory. What was it? How do you react when you awaken?


Congrats!


Uek, while rolling to defend and bearing the Buckler, you gain 1 additional action that you can spend Defend Hold on - Eat your adversary's weapon as it strikes the buckler. However, the Demon's gotta eat weapons periodically, or something bad will happen.

Vorgo, alone of the company, you are plagued with bad dreams. Throughout your unconsciousness, you toss and turn as you suffer from doubt and uncertainty with regard to your recent actions. Have you angered Tiamat? Was your retreat intelligent, or cowardly? No matter how you feel personally about it, you know that Tiamat's will is solely her own.

You don't feel outwardly any different when you awaken, except for a lingering sense of paranoia threatening to infringe upon your calm exterior. You see the others beginning to examine the hoard, and don't join in yourself. Instead, what do you do?


It's per item, Shattertooth, so you can feel free to try and identify others if you still can't work out what's going on with the skull.

Putting your head together to help in Princess's study, you find that you have a surprising amount of commonality between you. Though you couldn't be more different physically, the two of you tend to think and reason along similar paths when understanding magic, even if your approaches to magic come from different sources.

Princess, the two of you, working well as a team (which means you have to either wait for him to wake up or wake him up), are able to discern part of the necklace's power. The upside. However, you are certain that there's a downside to this necklace's magic, unknown to the both of you.

Touching the Jade Necklace will instantly transport you to wherever you are looking - in real life, on a map, or on a globe. Anyone or anything touching you will be similarly transported; but you sense that something specific happens to the bearer themselves.


Adding to the weight of Lionel's argument is the knowledge that your superiors will be displeased if you return completely empty-handed from your mission.

The choice of what to do next is entirely yours, but the Overcouncil of Tribes is historically harsh toward failure.


You can continue sleeping for as long as you wish, or roll 1d8 to determine how many hours before you wake up naturally. The treasure room is somewhat secured from the main body of the labryinth, making it a safe place to rest and get your bearings. There are torch sconces in the walls that will accept one of your torches so you don't have to hold it in your hands the entire time to keep the room lit. It looks like nobody but you has disturbed this room for many years.

How much time passes while you are resting?


After gathering up their belongings and dividing them up among themselves however they please, the Shadowscales closed the chest again and made for the beach where they made landfall on this island. You can see when you arrive at your vehicle that it is already floating on the water slightly, instead of up on dry land where it was originally. This is because the flooding of the Dark Brotherhood's Sanctuary was so extensive and complete that the island itself has sunk slightly beneath the waves. Luckily for you all, it does not appear to be still sinking.


Let's see a Spout Lore roll from you on the nature of Mehrunes Dagon. Your character did grow up in this world, but there isn't a whole lot of definitive, widespread information on the daedric princes and how they work. There have been several books written on the subject, and the roll will determine how well-read you are on them, but even they contain many educated guesses.

As for whether the Halberd would work...there's only one way to find out for sure. ;)


Sorry to waste a success roll, Uek, but there's no conceivable way for you to have information about Xotl. It's a name you've never heard before.

However, you know that the underground-dwelling race of earth elemental monsters known as the Xorn tend to favor the strange syllables and guttural pronounciations of a name like this one. (reference) The +1 bonus you get from your roll can apply to your next roll that deals with either the abominations or any Xorns you may encounter.

You can only attempt to identify magic items via Spout Lore once every 4 hours, Shattertooth, so you glean no new insights about the shrunken head yet.

Princess, the deck of cards have writing on them instead of traditional card numbers. The writing on the Spades cards are weapon tags. The writing on the Club cards are weapons. The writing on the Hearts cards are armor tags. The writing on the Diamond cards refer to armor. The deck is obviously magical, and to trigger them you know that you have to put two or more cards together and drop them to the ground, but it'll take a bit of experimentation to determine exactly how they work and what their limitations are.

It should also be noted that most of you have been adventuring, battling, and walking for many hours by now. Adrenaline has left your systems, and you feel exhaustion beginning to creep into the gap that the adrenaline left behind.


Hisstla, upon opening the book, you find theories on Aedra and Daedric Princes, as well as a chronology of different minor Daedra that serve the more well-known Daedric Lords. Particular emphasis is placed on the Lesser Demons that serve the Daedric Prince Mehrunes Dagon, the Lord of Change. The last page with writing on it - about halfway through the book's total pages - tells of an abandoned Telvanni Tower with a Warped Soul Gem that could be used for summoning one of Dagon's servants. The Telvanni Tower is described as close by to the Sanctuary, about a half-day's trek inland and to the northwest.

The mace is a Mace of Waxing Power, with the Forceful and Armor Piercing 1 tags. Every time you roll a +10 on a hack and slash with this mace, choose a random stat. You gain +1 forward on any roll that uses that stat.

The Halberd is a Halberd of Domination. Roll +Con while holding the Halberd to Dominate a summoned elemental or daedra, putting it permanently under your control while the Halberd is in your hands.


Shattertooth raises a spirit of the man that was killed by Princess' charmed defender. His eyes hold the dull shock of the recently deceased in them, and he's completely transparent.

"The armies of Xotl. They are sweeping across our lands like a plague, and the Five are destroying the abomination menace."

"The war began in earnest three weeks ago."

"It is a war for survival. If we don't kill them, they'll eat us and defile our bodies." With a final gasp, the spirit is released into the afterlife, having fulfilled its obligation to the Immolator.

Princess, the Scrolls are spells of Mind Control. Roll +Int to battle for control of a humanoid or animalian brain that is within 15 feet. If you succeed, the target is under your control for 1d6 minutes.


This chest room can count as part of your rest, Shattertooth. It's close enough.


After you reunite with each other outside the flooded Dark Brotherhood Sanctuary, you realize that a stash of treasure and goods was placed at the end of the secret escape route that you used. After checking it carefully for traps or rune spells, you open the chest. The lid is heavy, but unlocked. Inside, you find several items; identifying their magical properties is a Spout Lore roll that you can attempt 3 times a day.

The items are:

A spiked, steel mace (1 weight)

A two-handed halberd with a finely-made leather hilt (2 weight)

Spare Dark Brotherhood uniforms (1 weight each)

A tower shield with a castle painted on the front (2 weight)

6 healing potions, 6 stamina potions, and 6 Potions of Destruction on a vial belt that can be worn across the chest (0 weight)

A steel-clad book on a chain, to be worn about the waist (0 weight)

Heavy steel fullplate armor (2 weight)


When you glance through the ajar door on your left in the hallway, you see a large treasure chest, partially covered with webbing. After checking it carefully for any sign of traps or foul play, you lift the chest's lid. It's heavy, but unlocked.

Inside you find several disparate items. Identifying their special properties takes close study of the item and a Spout Lore roll that you can attempt once every 4 hours.

The items are:

A wood and steel buckler with a demon's face painted on it (1 weight)

A shrunken sunlover head with its mouth sewn shut (0 weight)

A silver necklace inlaid with jade gemstones (0 weight)

A deck of cards with the well-known symbol of the God of Magic on the back (0 weight)

Three scrolls that appear to have the same indecipherable writing on all three (0 weight)

4 healing potions (0 weight)

A dueling dagger with a skull on the hilt (1 weight)


Sure! Your alignment isn't a fixed thing necessarily.


Now would be a good time also to establish some bonds, if you intend to follow this group for awhile longer, barbarian. Even very preliminary impressions can be used.


The FIRST thing that happens next is an End of Session move! First Session is a bit short, but I like it that way so that they gradually elongate as the story demands. End of Session moves work like this:

End of Session
When you reach the end of a session, choose one your bonds that you feel is resolved (completely explored, no longer relevant, or otherwise). Ask the player of the character you have the bond with if they agree. If they do, mark XP and write a new bond with whomever you wish.

Once bonds have been updated look at your alignment. If you fulfilled that alignment at least once this session, mark XP. Then answer these three questions as a group:

Did we learn something new and important about the world?
Did we overcome a notable monster or enemy?
Did we loot a memorable treasure?
For each “yes” answer everyone marks XP.


You can say "Yes" to the "loot a memorable treasure" question, since you're discovering some magical items in the next room (spoiler!)


This seems like a good time for an End of Session move! Certainly enough has happened to warrant a Session's worth of time. From the SRD:

Dungeon World SRD wrote:

When you reach the end of a session, choose one your bonds that you feel is resolved (completely explored, no longer relevant, or otherwise). Ask the player of the character you have the bond with if they agree. If they do, mark XP and write a new bond with whomever you wish.

Once bonds have been updated look at your alignment. If you fulfilled that alignment at least once this session, mark XP. Then answer these three questions as a group:

Did we learn something new and important about the world?
Did we overcome a notable monster or enemy?
Did we loot a memorable treasure?
For each “yes” answer everyone marks XP.

Other moves that may be of interest right now:

Make Camp:
When you settle in to rest consume a ration. If you’re somewhere dangerous decide the watch order as well. If you have enough XP you may level up. When you wake from at least a few uninterrupted hours of sleep heal damage equal to half your max HP.

You usually make camp so that you can do other things, like prepare spells or commune with your god. Or, you know, sleep soundly at night. Whenever you stop to catch your breath for more than an hour or so, you’ve probably made camp.

Staying a night in an inn or house is making camp, too. Regain your hit points as usual, but only mark off a ration if you’re eating from the food you carry, not paying for a meal or receiving hospitality.

Level Up:
When you have downtime (hours or days) and XP equal to (or greater than) your current level+7, you can reflect on your experiences and hone your skills.

Subtract your current level+7 from your XP.
Increase your level by 1.
Choose a new advanced move from your class.
If you are the wizard, you also get to add a new spell to your spellbook.
Choose one of your stats and increase it by 1 (this may change your modifier). Changing your Constitution increases your maximum and current HP. Ability scores can’t go higher than 18.


Yes, it is! Sorry folks, just didn't have the time to sit down to post the past few days.

Geetra-Na is able to reach the dogs, who are able to recognize their plight well enough not to attack her when she releases them. One of them, the larger of the two, presses his head into your palm; the other, a smaller female, hangs back warily.

The rest of you are able to discover a tunnel hidden behind the tapestry in the pentagram room. It leads to the surface, around the back end area of the island. Geetra-Na and the two hounds reach the entrance soon after, and you all are reunited - safe from the flooded Sanctuary, but empty-handed of Scrolls. What happens next?


You sense that as long as you are fully dedicated to wiping out the army that stymied you, your powers remain in effect - for now.

Following Uek down in the labryinth, you are able to pass the former masonwort puddle harmlessly. It appears the water elemental successfully gathered up the poison into its own body.

The hallway has doors on either side in the hallway past the puddle, and the door on the left is faintly ajar. There's a distant light source coming from far down the tunnel straight ahead. Which do you investigate first, whomever is in the lead?


You don't know. Your powers don't operate like a computer program, where one action will instantly, reliably and predictably produce a certain result. It's more like serving a mortal king or lord, in that Tiamat's moods shift and vary from day to day, and she is the ultimate source of all of your holy powers. Your decision might offend her due to your violated oath, and you know what might happen according to your faith - or she might be secretly relieved that her champion will fight another day. There's no way of knowing for certain. It's up to the whims of your goddess. That's one of the special little eccentricities of playing a faith-based class. :)


Vorgo, do you listen to the minotaur's entreaties and follow Lur back down to the labryinth, or die on the spears of the sunlovers?


Shattertooth wrote:
He says to them both, I know you need to kill them all, but we need to love through this so we can fight another day, so let's go!.

`\o all you need is love `\o `\o


The water's at about neck-level when you're standing up, and still rising fast.


Geetra-Na's question is posed to the others, but even as she's asking, she's noticing the rising water levels and remembering the last few moments of consciousness before she was knocked out again. It's been mere moments.


You're all about to be engaged in melee combat and flanked on all sides. What do you do?


Nice roll, Shattertooth - unfortunately, it doesn't seem to have any effect. The Templar's will is legendary; and anyway, what you've proclaimed doesn't seem to ruffle him in the slightest.

What does disturb him is the sudden release of his grip about Vorgo's neck. The paladin summons all of his Tiamat-granted willpower and yanks with the utmost of strength he can summon, causing the iron squeeze to loosen the slightest bit. Vorgo falls to the ground in a heap, and crawls a few feet away before struggling to his feet.

Kurtemos is watching the paladin crawl. His helmeted gaze slowly lifts to Shattertooth. You can almost see the battle-calculations rolling across his visor like stormclouds across a sky.

Then, the Templar laughs. Not a long and drawn-out chuckle, but a quick bark of amusement. Hefting his weapon, he turns his back on the lot of you, dismissively.

He wades back into the ranks of his army, heading in the direction of some front line of this war, where gibbering and squeals can still be heard - along with the clashing of steel and the screaming of sunlovers. Behind him, the ranks close, and you hear Kurtemos bark an order in the sunlover humans' language. The soldiers form ranks and lower their weapons at you, in more number than you can count. Many of them are grinning in anticipation at killing something they perceive to be easier than their abomination foes.

With incredible strength, the werebear heaves his way to the top of the hole, but his feat took too much time. He arrives at the surface at roughly the same time as Uek's water elemental - as Kurtemos is withdrawing. Angrily, the barbearian lurches forward, swinging his weapon about wildly - but he merely decapitates a sunlover soldier that ran ahead of the others to engage him.

As this is happening, the water elemental sinks into a puddle, flowing swiftly along the ground toward the army. It's obvious to Wek - this is Kurtemos' army, or at least he's a ranking member. There's a good number of them surrounding the hole - and I mean surrounding, on all sides - as well as a force of more abominations in the direction that Kurtemos went.


Working your rage out on the blood cleared your mind a little. I'll bank the bad effect from that roll for a surprise later, mark an XP - but you're still able to discern what's happening around you.

Shattertooth, your brief glimpse into the flames of the Templar's soul reveal a staggering depth of blackness within. It's like peering over the edge of a well that goes far further down than you anticipated. You almost lose yourself in the oblivion of the singular truth that you witness there.

Kurtemos fights for no less than the complete obliteration of the entire Universe.


Down in the ruined labryinth, Lur is furiously swiping at the animated blood that's hissing at his feet, and scatters it far and wide in his rage. A few red seconds later, and your feet are free and clear once more, barbarian. The animated blood appears to be too scattered to effectively muster itself into a threat.

Overhead, the minotaur is injuring himself in his haste to scale the rubble quickly - take 1d4 damage, Shattertooth - and then casts spells in rapid succession. The immolator's body self-ignites with the force of his rapid yanking on the Weave, blowing off him in the wind as quickly as it appears. The fire wave scatters the troops in the immediate vicinity around the Templar, but the Pure One is unfazed, even when Shattertooth redirects the fire in on his hand. When the flames get close enough to touch his armor, they redirect - funneling in small rivers of fire up his armor and through the visor of his helmet. Vorgo, you are close enough to see that the fire is specifically funneling into his left eye, an eye that glows red when the fire is fully consumed.

Attempting to dislocate your jaw, Vorgo, does no good but to injure yourself further - take 1d6 damage that ignores armor from Kurtemos' retaliatory squeeze. With the last desperation of strength, you manage to pry open the fingers a half-centimeter, preventing yourself from blacking out but not freeing yourself.

Below, the druid communes with old forces of Water that even the wisest of sages do not fully understand. Recognizing the truth of the druid's desperation, the elemental agrees - but it will not happen instantly. The elemental first has to reach the masonwort, then rush to the surface - the Templar and yourselves will have acted once or twice more before your attempt at water-poison will take effect.


lmao


That's right! You stir to consciousness again. It was one of those "black out for an instant and you have no idea how much time has passed" things. You awaken to Lionel's insistent yelling.


The thing's mouth is closed on Uek's leg, and its tongue - which more resembles an arm than a proper organ - is pulling him down toward it. However, with the remaining sunlovers and abominations dispatched, his companions leap to his aid and destroy the thing before Uek loses anything that won't come back in the next transformation. The thing dies, horribly twitching on the floor from the onslaught, and on fire.

Nearby, Lur is struggling to free his foot from the animated blood that the abomination spilled. He yanks it free successfully, but had to plant his other foot hard in the ground to do so, and in so doing gets his other foot rooted. You're now rooted approximately a full step (~5 feet) backward from where you were, which, on the bright side, is further away from the main puddle of living blood-goo that is currently trying to burn through your shoes.

Up on the surface, the fire that was burning Vorgo's flesh without harming him was blown out instantly by the wind - along with his hope of surviving the day. Before him are more armed and armored sunlover soldiers than he could ever hope to slay; but it is in these moments of certain death that a Reptilian's mettle is tested. Tiamat's demanding worship was not found wanting this day. The paladin's scream draws the attention of the entire battle, echoing over the bedlam in all directions.

If battle were merely a test of one's valor and nothing else, Vorgo certainly would have cleaved both armies apart that day. But sadly, reality doesn't work that way. His charge is interrupted by a strike from the side of his target as he enters the threat range; his weapon is dropped, and he's lifted off the ground by a gauntlet that grips his throat like an iron vice. You're unable to breathe, and take a -1 to Strength checks.

Your vision is swaying and blurry from the blow to the head, but you're able to get a clear view of the helm of the sunlover who stepped forward to effortlessly dispatch you.

You are in the grasp of Kurtemos, the Templar of Purity. Chiefest in physical strength of the Five, who destroyed the minotaur village that set these events in motion. Though you were not present for that raid, Vorgo, word of the Five has spread through all the lands. You'd recognize Kurtemos anywhere.


The only thing you can discern being held inside the pentagram is the lilac flower. You grab the Black Soul Gems, and they feel slightly warmer than room temperature in your hands.

When you snatch the final one from its casing, the lines of the pentagram flash once, then fade to nothing. The lilac flower ignites, and burns itself to ash in moments.

There appears to be a breeze in this enclosed room, somehow - the banner of Sithis is waving slightly.


Vorgo bites down hard on the fleeing sunlover's face, tearing it off and revealing a large chunk of bony skull beneath. The reptilian spits out gore and gristle off to one side, sunlover blood covering his face. His blood is up now, and he refuses to let any sunlover soldiers escape! Gathering his weapons, Vorgo charges away from his team down in the labryinth, following the fleeing soldiers up through the collapsed hole, over rubble and boulders until...he reaches the surface.

Where he discovers that the soldiers they were fighting below were only a small part of a much larger force. A veritable army of sunlovers stare at the Reptilian that emerges from below, their weapons drawn and their armor shining in the sunlight...what do you do?

Princess, down below, is getting the worst of it in her fight against the sunlover. She's not quite able to move her bulk out of the way of the sunlover's lance stab; take 1d6 damage, Princess. However, fortunately, you're saved from follow-up damage by Shattertooth. His magic illuminates the labryinth for dozens of meters in all directions as he summons a wall of flame that twists and wraps around the human like a serpent. After forming a column of fire around the sunlover soldier, Shattertooth clenches his fist, causing it to contract and burn the human alive in his armor. The smell of burning flesh causes your belly to rumble with hunger.

Meanwhile, nearby, Lur is yanking the dead abomination off of his blade to attack the next one. He succeeds, but in order to get into position, he steps his foot in the puddle of blood that the Abomination had been hunching over earlier. The blood suddenly animates, taking solid form and wrapping itself around the werebear's foot! You're rooted and unable to move your feet, Lur! However, you do strike true and the abomination you slashed at howls in pain and rage, turning to face its huge body toward you to focus you in earnest - which leaves behind only one abomination still trying to devour Uek.


By this point, you're having to slosh through water with relative difficulty, and with each passing second the water continues to flood the room. This hallway you enter via the secret door is already rising to your mid-chest level when you all reach the ladder and grasp the rungs, climbing upward.

It's not difficult to climb out of the rising waters, and Hisstla is the first to open the trapdoor at the top of the ladder she found. Climbing upward, the Argonian finds herself in a strange-looking room, about half the size of the flooded one below.

There's a pentagram on the ground, with a Black Soul Gem at each one of the points. There's a lilac flower in the center of the pentagram. At the far end of the room is a large banner of Sithis.

The water is still rising from below. What do you do?


Lur's stomp-stab is enough to kill the squealing abomination, causing it to finally stop squirming. He's in an advantageous position to backstab one of the abominations that is focusing on trying to nail down Uek - if you can call it a "back", since it has a face in it. It wails in rage as you turn to face it.

Uek is twisting and shifting partially in mid-dodge to try and avoid the tenebrous stabs and slams of the abominations. A lobster-like claw fastens on his shoulder and the druid cries out in pain involuntarily, before biting down on the wound (metaphorically) when his stoic discipline kicks back in. Take 1d6+1 damage.

The bleeding shoulder wound is enough to distract him from making a full transformation. Half-lizardman, half-snake, Uek lunges and bites the stronger abomination and injects its venom. That done, he reverts back to druidic form, and shudders. The involuntary transformations in an effort to dodge the lightning-fast attacks are taking their toll. Take -1 to your next Shapeshift roll.

Shattertooth is facing the last sunlover soldier that hasn't attempted to flee to the surface. This one is wielding a lance, and using it effectively to stymie the Fire Priest's flames. Again and again the lance stabs at the minotaur, keeping him on the defensive. Your next non-Defy Danger roll is at a -1 penalty, Shattertooth.

Princess attempts to strike at the sunlover soldier from behind, but the canny sunlover hears her stomping footsteps and sidesteps her at the last second. She stumbles, almost getting stabbed herself, but her bodyguard steps in the way! With a gurgle of blood, the Charmed soldier dies on his comrade's lance. This gives you an opening! (Mechanically - you get a +1 to your roll from your Charmed target, but it sacrifices your charmed target to do it.) Roll your damage, but the lance-wielding soldier manages to yank away your staff and toss it into the darkness!


Also want to note that no one has seen the Elder Scroll. As far as anyone can tell, it's not here.

It takes a few moments' struggle, but you manage to heave open the heavy, secret door built into the chapel wall against the growing water pressure. The water is at your waist level by now. Through the door, you see a hallway leading to a ladder that goes up. You can't tell where it leads beyond that.


Princess belly-bumps the sunlover threatening her, who happens to be the ranking member of this small offshoot group down here. The soldier's clearly a cunning and disciplined fighter in his own right, and he almost gets a clean stab into your side - when a gauntleted hand claps down on his wrist and interrupts his blow. The soldier lieutenant glances up at the stern and bespelled face of his Charmed subordinate. "Trev..." is all the soldier manages. Princess' bodyguard shakes his head slowly.

"Can't...let you do that, sir." is his reply. The two men clash swords as Princess steps backward, regaining her footing and watching the two warily.

Princess, you find yourself near the center of where Lur initially landed at the start of the fight. Most of the sunlovers have scattered away from your two warriors, apart from the one still threatening Shattertooth (need a Defy Danger roll from you too still, sir). Your bodyguard isn't letting his superior officer break the sword-clash that they're holding each other in, offering you a clear shot at the sunlover soldier's back.

Nearby, the abominations are roaring with discordant, un-matching voices as the shifty druid lunges for what approximates a neck. However, in the chaos of combat, Uek actually bites into what turns out to be an "arm", or something close to it. The creature wails, sounding briefly like some kind of young child, and heaves backward as blood pours from its side. However, as Uek is forced to lose the shape of the crocodile, he finds himself flanked on either side by the remaining two! Your party is focusing on their old enemies, ignoring the new - so you're on your own against these two.

You struggle to act, but the creatures strike so hard and fast that it's all you can do to defend yourself from being skewered, grabbed, or smashed to a pulp. Roll Defy Danger with a -1 modifier due to being attacked from all sides.

As that is resolving, Lur and Vorgo are stomping through the sunlovers like righteous gods on a warpath. Lur's attention shifts to the nearest abomination - though you can all tell that the barbarian is acting purely on instinct now, as he is more bear than man. Perhaps it is his animal side that better senses the wrongness that the abominations represent.

In any case, the one he chooses is the one that Uek bit in the underarm. It's leaking blood into a puddle on the ground, and the creature is shuddering as it crouches over the fluid pool. The blood seems to be boiling somehow, leaping over itself in wavelike motions as shapes begin to rise from it...

Your blade, Lur, interrupts the creature's focus, and your steel rasps along the hardened bones of the abomination's vertebrae. Your strike has knocked it off-balance, giving you a +1 forward to your next Hack and Slash. The creature looks up at you, and its eyes meet yours - you think you recognize a fleeting glimpse of a plea there.

Vorgo leaps over rocks and boulders in pursuit of the fleeing soldiers. The soldier was ready for it, though - as he climbed, his fellows had hung back behind some rubble, preparing to stab Vorgo when he took the bait. It almost worked flawlessly, and the efficiency of the trap gives you some pause, Vorgo, but it seems they didn't count for Shattertooth's assistance. His thrown dagger distracts them for the crucial moment that you needed to latch on to the bait-sunlover's back for a brutal bite.

As he struggles, the sunlover you're battling slams his gauntleted fist into your temple, knocking your vision around for a moment. Take -1 to your next Hack and Slash. The sunlover soldier is shouting for his allies to go on without him, that he's got this...


Be on the lookout for the rising water. You know that that room is deep enough underwater that water will fill up the entire space, eventually leaving no air.

The headless body of the Altmer wizard floats slowly by in the rising waters. He's got a belt pouch on,and after grabbing it and looking inside, you find 3 spell scrolls.

There's a hidden door less than 15 feet away from you to your right. You think you could get it open.


great descriptions,guys.

Wek's squirming bat form abruptly shifts,transforming in the blink of an eye into a swamp mottled croc that lashes out at the abomination immediately. The skin of the creature is thick and tastes absolutely awful, but you create a satisfying rip of flesh that causes the creature to stumble back, howling. The other two abominations, both of whom look like a nightmare Hodge podge of a multitude of animals, turn to look at you with hunger gleaming in their eyes...

Shattertooth and Princess each slay a soldier before the sunlovers can react. However, when they finally do, they close in on the casters with determination. Both of you need to roll Defy Danger as you're threatened. Princess gets a +1 from her bodyguards assistance.

Lur is in his element, and with Vorgo expertly cutting down sunlovers at his side, the pair are completely unstoppable. Before the vicious cuts of the two warriors, the discipline of the soldiers breaks. The four remaining soldiers, other than the two threatening Shatter and Princess, are calling out to others above and attempting to retreat upward,ascending the rubble and rocks toward the sky while the abominations are fighting the druid. What do you do?


Your gear is firmly secured to your person, but that's about the only good bit of news, unfortunately, Geetra-Na. Mark an XP as the water completely sweeps you off your feet. Your body is flung backward, and strikes the altar once again - this time, right against the back of your neck. You're knocked out, for the time being.

By this time, the water level is already up to your ankles, and still rising quickly. What do you all do?

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