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  1. - Top - End - #31
    Dwarf in the Playground
     
    MonkGuy

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    Default Re: [Dungeon World] Atlan Dur

    Hakon remembers Eli's warning to not let them escape and runs after the one that fled from he and Eli.

    Roll to catch him (1d6+1)[3].

  2. - Top - End - #32
    Dwarf in the Playground
     
    MonkGuy

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    Default Re: [Dungeon World] Atlan Dur

    Ozrik, you have a choice to make. As you take off after the fleeing Orc, you soon realize you would be able to catch him, but it wouldn't be until he is at the temple doors, separating you from your allies. Do you pursue the whole way? If so, deal your damage. If not, how far do you pursue?

    Martelli, unfortunately by the time you get the Orc corpse off, Ozrik and the fleeing Orc are already too far to catch. How do you feel about how the battle has gone?

    Eli, Hakon will catch the Orc, but it will take him out of sight of the party. What do you do? Do you tell Hakon to stop?
    Last edited by Nislen; 2014-02-20 at 08:32 PM.

  3. - Top - End - #33
    Bugbear in the Playground
     
    Wargor's Avatar

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    Default Re: [Dungeon World] Atlan Dur

    Ozrik carries on running, his short but powerful legs bringing him within striking distance. With a growl, he slams his shield into the orc's back, crushing him against the temple doors.

    (1d10)[4]
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  4. - Top - End - #34
    Dwarf in the Playground
     
    MonkGuy

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    Default Re: [Dungeon World] Atlan Dur

    The orc slumps to the ground dead. Ozrik, you begin to take in your surroundings now that you are inside the temple courtyard. The doors into the temple are massive and wooden, yet still completely intact. These double doors stand about 12 feet tall, arched at the top with an inscription spanning the top. The temple itself is still mostly standing, although there is a large portion of the wall missing to the left.

    When you turn back towards the forest, you see an ancient altar to your left - stones piled into a 12’ wide pillar that stands 3’ off the ground. The altar is still mostly intact, but the mortar has begun to crumble away. Shortly beyond the altar is the Orcs' campfire, and you see some traveling bags lying against the courtyard wall.

    To your right, there is a 12’ bronze basin with lots of corrosion. You also see for the first time who was being whipped. An orc is tied to one of the large trees hidden from everyone else's view. It is slumped over so that the ropes are supporting its weight, and blood covers the creature's back.

    You see all of this in the span of a moment, then you hear a voice from within the temple shouting, "M 'te di pa deranje m'!".

    What do you do?

  5. - Top - End - #35
    Bugbear in the Playground
     
    SolithKnightGuy

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    Default Re: [Dungeon World] Atlan Dur

    Martelli struggles after Ozrik thinking, I'm getting too old for this. It was kind of embarrassing really, but a paladin doesn't let a little thing like failure keep him from his duties.

  6. - Top - End - #36
    Dwarf in the Playground
     
    MonkGuy

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    Default Re: [Dungeon World] Atlan Dur

    Martelli, you see the same things Ozrick does, and you arrive just in time to hear something said inside as well.

  7. - Top - End - #37
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    Default Re: [Dungeon World] Atlan Dur

    Cursing quietly, Ozrik crouches down behind the pillar, trying to stay out of view of the direction the voices are coming from. Glancing up and seeing Martelli arrive, he frantically gestures for him to do the same.
    Spoiler
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    I guess this might be defy danger Dex?
    (2d6+1)[8]
    Currently Playing:
    Zarakis in Hoard of the Dragon Queen, as run by GodGoblin.

  8. - Top - End - #38
    Dwarf in the Playground
     
    MonkGuy

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    Default Re: [Dungeon World] Atlan Dur

    No need for the defy danger on this one. But what are you hiding behind? There's an altar about 3' high. The bronze basin is about the same. There is the courtyard walls that would be plenty high also.

    Before resolving the voice inside, I need to get Hakon and Eli's orc issue resolved. In the timeline, I figure you hear the voice at the same time they deal with their orc however they choose to do so.

    Spoiler: Background questions for characters
    Show
    Over the weekend or early next week, answer your character's question and one of the free-for-all questions that no one has answered.

    Ozrik: (1) Does your sword have a name? (2) You mentioned Urka-dal and Meandaros - what are these places like and who lives there?

    Martelli: You and Hakon are of the same churches, but are there other gods the people serve in this land? If so, could you describe one or two of the more powerful deities?

    Eli: You ran away from the Third Tower. Why kind of response might you expect if the head wizards found you?

    FFA's
    1) What is the name of the region you are in (same region as Thade), and what is the government like for this land?

    2) Who are the most dangerous people that we should be wary of?

    3) Who are the most trusted / respected people in the land?

  9. - Top - End - #39
    Bugbear in the Playground
     
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    Default Re: [Dungeon World] Atlan Dur

    Going down on one knee, Ozrik huddles down behind the 3' altar, hopefully enough to hide his short but wide frame.

    Spoiler
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    1) The sword doesn't have a name, Orik doesn't believe in naming weapons. There is an inscription on the blade, but it's in a language he can't read. Could be a name, could be a makers mark, but he doesn't really care. He's not entirely sure why he even keeps the damn thing, he tells himself it's just because it's a damn good sword, but maybe he's more sentimental than he lets on.

    2) Urka-dal is hot. Very hot. A land of burning sand and dark, angry spirits. The people that live there mainly live in Enclaves, huge walled cities where they huddle together in the name of survival, as life in the wastes is harsh. The sands are stalked by demons and spirits at night, and the day time sun makes travel anywhere nightmarish. Mostly human inhabitants, they keep themselves shrouded in airy cloth to try and keep themselves protected from the sun.

    Meandaros is the homeland of the Wild Elves, an area of lush forest and open grassland, where the Elves live in harmony with the land. They worship the Earth Mother, and revere all of her children. They're well known for rearing some of the best horses in the world, and the sight of a Wild Rider in battle is truly something to behold.

    And FFA 1) We are currently in the region of Talarnchal. Thade is it's capital city.
    Currently Playing:
    Zarakis in Hoard of the Dragon Queen, as run by GodGoblin.

  10. - Top - End - #40
    Bugbear in the Playground
     
    SolithKnightGuy

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    Default Re: [Dungeon World] Atlan Dur

    Martelli hunkers down behind a basin wondering where the cleric and the wizard are.

    Spoiler
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    Martelli serves Aylward, God of Cities and Civilization.
    The other major human deities are

    Karthon, the Reaching Hand, god of both the downtrodden and of warriors.

    Melfinous, the Hidden, god of secrets and knowledge (including magic).

    Radnor, the Scythe, god of agriculture, (sometimes worshiped by death cults secretly)

  11. - Top - End - #41
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    theduck's Avatar

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    Default Re: [Dungeon World] Atlan Dur

    Taking a moment to collect himself, Eli starts to follow after the dwarf and paladin - no need to leave himself more exposed than necessary.

    Spoiler
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    Normally, the tower would just let him go - however, since he has been engaged in some less than savory activity, they were try to pursue him if he was linked back to the tower in order to save face. Regardless, he would not receive a warm welcome.

    As for people to be wary of:
    Enoch, the Bandit King: Long suspected to be a rumor, there has finally been confirmation of the Elf Enoch, who has been taking over small bandit gangs, rallying them together into a more coherent front.

    The Chirurgeon: A human wizard who started out trying to better develop arcane equivalents of healing, it is now believed that he has started to gain a taste for the creation of chimera's - many of which contain humanoid components. Real name not known.

    The Northern King: Rumors persist of a more competent Orc war-chief crowned with the antlers of a buck who has a small smattering of shamanistic magic. He has apparently been responsible for the disappearance of a few ogre tribes, though whether he killed them or recruited them is yet unclear.


  12. - Top - End - #42
    Dwarf in the Playground
     
    MonkGuy

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    Default Re: [Dungeon World] Atlan Dur

    Hakon has taken off into the forest after a fleeing orc, hopefully to return as the victor.

    Shortly after Ozrik and Martelli hide themselves, as Eli enters the temple courtyard, the temple doors burst open. You see another orc come out of the temple. He is wearing a full leather cloak with a hood shading his face. He has no whip, but instead carries a knarled staff. As he comes into the daylight, he begins yelling at his fellow orcs, then falls silent as he nearly trips over the corpse left at the temple entrance.

    He looks up, seeing Eli first and slams his staff on the ground while chanting a spell, and as the staff lands, you can see his exposed skin change from vomit green to a dark brown - like bark perhaps. Immediately he draws back his staff, chanting again, and you see the top of the staff begin to glow orange.

    Eli, his eyes are set on you. What do you do?

    Ozrik and Martelli, if you are peering over your hiding places, you see all this and know that Eli is soon to be in danger. What do you do?

    Spoiler: Positioning
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    You all are basically in a diamond shape. The orc and Eli are opposite points about 30 ft apart. Martelli and Ozrik are the other two points. They are about 20 ft from the orc in one direction and 20 ft from Eli in the other. There is a large altar or basin between them and the orc, however.

  13. - Top - End - #43
    Dwarf in the Playground
     
    theduck's Avatar

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    Default Re: [Dungeon World] Atlan Dur

    So much for not leaving myself exposed

    Eli leaps to the left, leveling his staff against the orc and firing a magic missile at shaman.

    Spoiler
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    Going all John Woo up in this posers face

    Defy Danger: (2d6+1)[8]
    Cast Spell: (2d6+2)[10]
    Magic Missile: (2d4)[5]

  14. - Top - End - #44
    Dwarf in the Playground
     
    MonkGuy

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    Default Re: [Dungeon World] Atlan Dur

    A ball of flame erupts from the orc's staff heading straight for Eli, who dives out of the way and barely escapes the flame. Mid-air, a bolt of Eli's own magical energy hurls toward the Orc, crashing into the creature's shoulder. It lets out a cry of pain.

    Eli, in your haste to escape danger, something less than ideal happens. What is it?
    Spoiler
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    Either you lose 1d3 items to the flame as they fly off your person while diving, OR, you you injure a joint, taking -1 ongoing to Dex rolls until you can recover for 3 days.

  15. - Top - End - #45
    Bugbear in the Playground
     
    SolithKnightGuy

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    Default Re: [Dungeon World] Atlan Dur

    After the initial blasts of magic are traded, Martelli pops up from behind the basin and charges the orc caster hoping to disrupt his casting and protect Eli.

    Spoiler
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    Some possible rolls:
    Defend:
    (2d6+3)[12]
    Hack n Slash:
    (2d6+1)[11]
    Defy Danger:
    (2d6-1)[8]

  16. - Top - End - #46
    Dwarf in the Playground
     
    MonkGuy

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    Default Re: [Dungeon World] Atlan Dur

    Quote Originally Posted by Shyftir View Post
    After the initial blasts of magic are traded, Martelli pops up from behind the basin and charges the orc caster hoping to disrupt his casting and protect Eli.
    To use the Defend move, you would have to stay next to whatever you are defending, so charging at the orc will be Hack 'n' Slash instead. No danger (yet) since it wasn't expecting you, so deal your damage -2 (for the armor skin).

    Edit: Also Defend roll should have been +2 I believe. Its your CON modifier unless you have something else to help you defend.
    Last edited by Nislen; 2014-02-24 at 05:06 PM.

  17. - Top - End - #47
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    Default Re: [Dungeon World] Atlan Dur

    Spoiler
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    I'll take the injury. I'll heal my items want


  18. - Top - End - #48
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    Wargor's Avatar

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    Default Re: [Dungeon World] Atlan Dur

    Reacting to the sudden burst of action, Ozrik races out from behind the altar, sword raised, a battle cry on his lips.

    Spoiler
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    Would I deal damage too?
    (1d10)[1] If so.
    Currently Playing:
    Zarakis in Hoard of the Dragon Queen, as run by GodGoblin.

  19. - Top - End - #49
    Bugbear in the Playground
     
    SolithKnightGuy

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    Default Re: [Dungeon World] Atlan Dur

    damage roll: (1d10+1)[7]

  20. - Top - End - #50
    Dwarf in the Playground
     
    MonkGuy

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    Default Re: [Dungeon World] Atlan Dur

    Your sword connects in what you believe would have been a killing blow if not for the bark-like skin on the Orc. After the blow, the Orc looks to be in serious pain. He raises his staff in the air with a cry, and Martelli is pushed back a few feet as three balls of flame begin orbiting the Orc. To attack in melee, one will have to defy danger using dex. Next it begins readying a blast for Martelli. What do you all do?

    Spoiler
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    Ozrik, to deal the damage you rolled earlier, roll defy danger. Hack n slash not needed since it's bake is to you.

  21. - Top - End - #51
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    Default Re: [Dungeon World] Atlan Dur

    Spoiler
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    Defy Danger!
    (2d6+1)[7]
    Currently Playing:
    Zarakis in Hoard of the Dragon Queen, as run by GodGoblin.

  22. - Top - End - #52
    Dwarf in the Playground
     
    MonkGuy

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    Default Re: [Dungeon World] Atlan Dur

    Ozrik charges in as the orc begins readying the second spell. Seeing the orbiting flames, the dwarf times his strike nearly perfectly. He barely gets his sword through the creature's skin when he has to withdraw or be burned. His timing was barely to slow and the flaming orb grazed his arm while he withdrew it.
    Spoiler: Ozrik's damage
    Show
    Take half of (1d10)[8] rounding down. The damage ignores armor. 6- would have gotten you the full d10.


    Eli, you see the scene unfolding, and you know that a single magic missile will definitely finish the orc off, but it will not make it in time to save Martelli. He will have to deal with the coming blast himself. What do you do?

    Martelli, after being pushed back, you see the flaming orbs circling the orc, and you see it charging its staff to send a fireball your way. You could possibly protect yourself by blocking the flame with your shield (Defy Danger using Con), or you can try diving out of the way (Defy Danger using Dex). If you really wanted, you could try and attack (Hack n Slash), but this would guarantee you taking damage from either the blast or the orbs, if not both. What do you do?

    Spoiler: Ozrik's next options
    Show
    Ozrik, in the event that neither Eli or Martelli kill the orc in their next move, you can stab it in the back to kill it, but still roll defy danger for the circling flames.

  23. - Top - End - #53
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    Default Re: [Dungeon World] Atlan Dur

    Eli grunted as he hit the ground, the staff flying from his hands. The landing was... less than ideal, but it had at least gotten Eli out of the spells way. Quickly taking stock of the situation, thrust a clenched fist towards the orc, then opened it with a blast of eldritch energy. Though it pained it to admit it, Eli could not think of how to defend the paladin.

    Spoiler
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    Cast a spell: (2d6+2)[7]
    Damage: (2d4)[6]

  24. - Top - End - #54
    Dwarf in the Playground
     
    MonkGuy

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    Default Re: [Dungeon World] Atlan Dur

    Spoiler: OOC Resolution
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    The Orc will die from Eli's spell. We need to see how Martelli protects himself, then we can be done with combat for a while.

    Spoiler: Eli's decision
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    Eli, I think this was your first roll less than 10. You get to make a choice:

    On a 7-9, the spell is cast, but choose one:

    -You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
    -The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until the next time you Prepare Spells.
    -After it is cast, the spell is forgotten. You cannot cast the spell again until you prepare spells.

  25. - Top - End - #55
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    Default Re: [Dungeon World] Atlan Dur

    Spoiler
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    Drawing unwelcome attention seems like it would be the most interesting.

    And it is pretty close to my first under 10 roll - the forum dice gods have been abnormally nice to me, and I feel that I will suffer for it soon.

  26. - Top - End - #56
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    SolithKnightGuy

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    Default Re: [Dungeon World] Atlan Dur

    Martelli sees the blast coming but stands firm as only a paladin can. He raises his shield and bellows, "Alyward! Be my shield!"

    Defy Danger - Con(2d6+2)[11]

  27. - Top - End - #57
    Dwarf in the Playground
     
    MonkGuy

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    Default Re: [Dungeon World] Atlan Dur

    The flame blast hits the shield and simply scatters around Martelli, doing no harm in what would be the orc's last attempt to guard his life. For, immediately following the blast, the orc is struck by bolts of energy, leaching the last bit of his life, and he falls to the ground smoldering.

    Martelli and Ozrik, when you look over to Eli, you see him in what seems like a trance. He just stands there unresponsive for about five minutes.
    Spoiler: Eli's experience
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    Eli, as you release the spell, the world around you fades to black. Nothingness. You are not even standing on the ground or breathing air, because they are not. Then, reality begins to return, but not the reality that you remember. You recognize the building before you, but you thought it was in ruins. The temple now stands new and grand. It is plated in gold. Banners of an unknown god hang from the outer wall, which also looks new. You see priests at the altar with a young calf, but they don’t seem to even know you are there. They raise it on the altar, and you see that it is already dead, and a trail of blood leads from the bronze basin to the altar, where wood is piled high. As they go to place the calf on the wood, chaos ensues.

    Two riders break through the entrance, clad in dark plate armor. Their swords are drawn, and they are yelling at the priests who draw back in fear. After the riders, you see an elf come in. He is wearing the garb of a mage, reminding you of your studies in the ancient arcane. He is not walking, nor is he riding, but he seems to glide on the air. The priests all fall silent and begin to tremble as he enters.

    He then looks around, pleased with what he sees. Then he begins chanting, weaving arcane energy into reality. The priests begin to fall over dead, then the sky darkens and lightning begins to strike around the temple. Once, twice, and a third time, it strikes the door to the temple, but nothing happens. The elf’s grin turns to a scowl, and momentarily the lightning subsides. When the onslaught continues, the elf is now focused on the temple wall, and a powerful strike bursts into the section to the left of the door, exploding the rock outward. Immediately the storm begins to clear as the elf glides into the temple through the gap he just created.

    Eli, your world goes black again. A voice speaks into your mind. At first, you don’t understand the language. Magio estis lia potenco. Magio estis lia perdigo. Unue kontrolis per li, tiam li kontrolis. Uzanton de magio, vi ne estas bonvenaj en tiu loko. But it repeats again and again until the words hold meaning in your mind. Magic was his power. Magic was his downfall. First controlled by him, then him controlled. Wielder of magic, you are not welcome in this place.

    The voice fades as reality returns. You are once again standing before the ruins of an ancient temple.


    Spoiler: New move: Translate language
    Show
    To translate a foreign or ancient language, roll 2d6 + INT. On a 10+, you can translate the text or speech without trouble. The GM will give you the translation. On a 7-9, you can’t quite figure it out. There are portions left out or words translated incorrectly. The GM will tell you what you know. Also, tell us how you learned this language.

    Eli, take +1 ongoing towards translating the language of Atlan Dur, because you have become more familiar with the language through your vision.

    As far as any of you are able to tell, there are no more orcs, except one bleeding and tied to a tree. You don't know whether or not he is alive. There are traveling bags around the campfire. And, Martelli knows that inside the temple await knowledge of Atlan Dur. What do you all want to do? (This would be a great time for characters to interact also, possibly to work on bonds).

  28. - Top - End - #58
    Bugbear in the Playground
     
    SolithKnightGuy

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    Default Re: [Dungeon World] Atlan Dur

    "Well that was a neat little tussle, eh?" The paladin smirked seeing as despite some unfortunate turns he was mostly unscathed.

    "What say you, Eli? Enjoy blasting the greenskin?"

  29. - Top - End - #59
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    Default Re: [Dungeon World] Atlan Dur

    Wincing whilst checking out his burned arm, Ozrik sheaths his sword, after cleaning it on the orc shaman's rags. "I've been in worse fights, you should have seen the last stand if the Baugenites. Now that was a real meat grinder. Where did the priest get to?" He adds, glancing round.
    Currently Playing:
    Zarakis in Hoard of the Dragon Queen, as run by GodGoblin.

  30. - Top - End - #60
    Dwarf in the Playground
     
    MonkGuy

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    Default Re: [Dungeon World] Atlan Dur

    Hakon comes limping back to the temple, bleeding from his leg. "I got him ... Stabbed me ... in the leg ... but I stopped him ...", then looking to Eli, "Run out of ... magic? ... seems to me that..." Then he notices that Eli is just standing there blankly and looks towards Ozrik and Martelli. "What happened ... to him?"

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