doghead
thotd
Day 6, Early Evening, Halfpoint Hall
Warris summons the power of Moradin to enchant his axe. But the dwarf doesn't seem to have the favour of his deity at the moment, feeling his displeasure during casting and then ...
Darkness ...
And in that moment one of the Imps scrambles onto Warris's back. It wraps its boney arms around your neck and squeezes for all its worth.[1]
Flames converge on Sworntree. For a moment the light flickers and dims. When the flames boil away the Light still alive - but on his knees. Sworntree's spell survives, flickering occasionally.
Ilrec suffers the flames of retribution, shrugs it off and unleashes a volley against the Imps killing two.[2] The first explodes in a shower of rose petals. The second disappears to sound of a gong being struck.
Throk evades the attention of the Imps and closes to engage. You close on one of the Imps but fail to kill it. Fortunately you are able to prevent the Imp from getting its claws into you.
Half-Jack evades the Imp's retribution and then proceeds to dispatch it back to hell. The Imp manages to get in a slashing attack before it goes, but to no effect [3]. The smell of nutmeg fills the air.
Arafel dodges keeping herself out of trouble for the moment.
The Thing that was Holtson laughs at the Shield's challenge. He jerks and twitches. He grows. Bones crunch. Spikes erupt from beneath his skin spraying blood. It hisses and splatters. The smell of sulphur hangs think on the air. Abysmal energy radiates forth from demon. The shadows in hall dance and caper in gleeful delight at your pending destruction. Howling storms of pain and desespeir assail your mind threatening to sweep away every thought. You cannot defeat a demon. You should run. Hide. Survive.[*4*]
Shaking and pale, Filip levers himself back to his feet. "My life is but my service to you Crone," he whispers and charges the thing that was Holtson and is now not.
The five Imps that immolated Sworntree, sensing an easy kill, charge the stricken halfling.
What do you do?
[sblock=OOC]Notes
[1] Warris - Before anything else, Roll+[choose one physical attribute - explain how you do it]. 10+ You break the Imp's strangle hold. 7-9 You break the Imps strangle hold but choose one: Take 1d6 damage as the Imp gouges your face (ignores armour) OR Lose your grip on your weapon which is kicked away in the scuffle. 6- You fail to break the Imps hold. Take 1d6 suffocation damage. Go back to square one.
[2] Ilrec - Sure. But lets say to do so you have to Put Yourself in Danger to do so. Before anything else: DD Roll+Dex - 10+ Sweet moves. 7-9 You step into the reach of an Imp. Take 1d6 damage (melee). 6- Take 1d6 melee damage plus the Imp clamps his jaws on your bow. Before you do anything you have to get the Imp to let go.
[3] Half-Jack - Damage 2 - 2 Armour = 0.
[*4*] Everyone - DD Roll+Wis. If you hold to a Lawful or Good deity you may Take +1.
10+ You steel your mind and swing back into action.
7-9 You survive the onslaught, but it takes its toll leaving you drained. Take -1 forward on your next three attribute rolls. If you took +1 from your faith, you now take -2 forward instead.
6- Despair overcomes you. Take one debility (your choice). If you flee the hall now you can roll again once outside. Otherwise you have to wait until someone Aides you before you can make roll again. Until you make this roll again you can do nothing (except flee).
Status Summary
Arafel: -
Half-Jack: Wounds 4+0
Ilrec: Mark Ammo 1+1, Wounds 3
Throk: Wounds 4. Mark XP 1.
Warris: Mark XP 1.
3 Imps killed. 9 Surviving (2 wounded).
Imp: Horde, Planar, Intelligent, Organized
Flame gout (d6 damage, ignores armour) 7 HP, 1 Armour
Close, Near, Far.
Demon of Many Barbed Spikes
Solitary, Large, Planar, Terrifying
Spines (d10+3 damage, 3 piercing) 16 HP, 3 Armour
Close, Reach, Messy[/sblock]
Warris summons the power of Moradin to enchant his axe. But the dwarf doesn't seem to have the favour of his deity at the moment, feeling his displeasure during casting and then ...
Darkness ...
And in that moment one of the Imps scrambles onto Warris's back. It wraps its boney arms around your neck and squeezes for all its worth.[1]
Flames converge on Sworntree. For a moment the light flickers and dims. When the flames boil away the Light still alive - but on his knees. Sworntree's spell survives, flickering occasionally.
Ilrec suffers the flames of retribution, shrugs it off and unleashes a volley against the Imps killing two.[2] The first explodes in a shower of rose petals. The second disappears to sound of a gong being struck.
Throk evades the attention of the Imps and closes to engage. You close on one of the Imps but fail to kill it. Fortunately you are able to prevent the Imp from getting its claws into you.
Half-Jack evades the Imp's retribution and then proceeds to dispatch it back to hell. The Imp manages to get in a slashing attack before it goes, but to no effect [3]. The smell of nutmeg fills the air.
Arafel dodges keeping herself out of trouble for the moment.
The Thing that was Holtson laughs at the Shield's challenge. He jerks and twitches. He grows. Bones crunch. Spikes erupt from beneath his skin spraying blood. It hisses and splatters. The smell of sulphur hangs think on the air. Abysmal energy radiates forth from demon. The shadows in hall dance and caper in gleeful delight at your pending destruction. Howling storms of pain and desespeir assail your mind threatening to sweep away every thought. You cannot defeat a demon. You should run. Hide. Survive.[*4*]
Shaking and pale, Filip levers himself back to his feet. "My life is but my service to you Crone," he whispers and charges the thing that was Holtson and is now not.
The five Imps that immolated Sworntree, sensing an easy kill, charge the stricken halfling.
What do you do?
[sblock=OOC]Notes
[1] Warris - Before anything else, Roll+[choose one physical attribute - explain how you do it]. 10+ You break the Imp's strangle hold. 7-9 You break the Imps strangle hold but choose one: Take 1d6 damage as the Imp gouges your face (ignores armour) OR Lose your grip on your weapon which is kicked away in the scuffle. 6- You fail to break the Imps hold. Take 1d6 suffocation damage. Go back to square one.
[2] Ilrec - Sure. But lets say to do so you have to Put Yourself in Danger to do so. Before anything else: DD Roll+Dex - 10+ Sweet moves. 7-9 You step into the reach of an Imp. Take 1d6 damage (melee). 6- Take 1d6 melee damage plus the Imp clamps his jaws on your bow. Before you do anything you have to get the Imp to let go.
[3] Half-Jack - Damage 2 - 2 Armour = 0.
[*4*] Everyone - DD Roll+Wis. If you hold to a Lawful or Good deity you may Take +1.
10+ You steel your mind and swing back into action.
7-9 You survive the onslaught, but it takes its toll leaving you drained. Take -1 forward on your next three attribute rolls. If you took +1 from your faith, you now take -2 forward instead.
6- Despair overcomes you. Take one debility (your choice). If you flee the hall now you can roll again once outside. Otherwise you have to wait until someone Aides you before you can make roll again. Until you make this roll again you can do nothing (except flee).
Status Summary
Arafel: -
Half-Jack: Wounds 4+0
Ilrec: Mark Ammo 1+1, Wounds 3
Throk: Wounds 4. Mark XP 1.
Warris: Mark XP 1.
3 Imps killed. 9 Surviving (2 wounded).
Imp: Horde, Planar, Intelligent, Organized
Flame gout (d6 damage, ignores armour) 7 HP, 1 Armour
Close, Near, Far.
Demon of Many Barbed Spikes
Solitary, Large, Planar, Terrifying
Spines (d10+3 damage, 3 piercing) 16 HP, 3 Armour
Close, Reach, Messy[/sblock]