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IC [Dungeon World] The Seven Reaches
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<blockquote data-quote="doghead" data-source="post: 6908804" data-attributes="member: 8243"><p><strong>Day 6, Early Evening, Halfpoint Hall.</strong></p><p></p><p>Throk ignores the gout of fire that strikes him and along with Warris throws himself in defence of Fillip. [1]</p><p></p><p>The thing that was Holtson stares in disbelief as Filip emerges with nary an eyebrow singed thanks to the valiant efforts of Throk and Warris.</p><p></p><p>Ilrec skewers a IMP before the creature can immolate him. Unfortunately, the creature survives to hurl it gout of flames. Ilrec evades it.</p><p></p><p>Arafel smacks an Imp with a bolt of magic energy. The creature pulls a sad face.</p><p></p><p>Half-Jack dodges the Imps flames rolls and comes up stabbing. The boney little monster survive and vomits forth flames [2]. </p><p></p><p>"Hold the doors!" roars Filip. "Nothing infernal gets out!"</p><p></p><p>Stunned and disorientated the Halfpoint defenders stumble back towards the doors, forming a loose shield wall with whatever weapons they have to hand. </p><p></p><p>"As for you," Filip roars at the thing that was Holtson, "In the name of the Crone I declare you <strong>Exterminatus</strong>!" [3]</p><p></p><p>The thing that was Holtson roars something unspeakable and darkness swallows up the hall [4]. For a moment the hall is filled with the ragged breathing of the living and the scrape if claws on timber and stone. And the snickering of Imps. They love the darkness.</p><p></p><p>A pale light pushes back the gloom. Sworntree stands hand raised, light radiating from his holy symbol. Five gouts of flame converge on the brave Light.</p><p></p><p>What do you do?</p><p></p><p>[sblock=OOC]Summary: </p><p>Arafel: -</p><p>Half-Jack: Wounds 4.</p><p>Ilrec: Mark Ammo 1. </p><p>Throk: Wounds 4.</p><p>Warris: - see below</p><p></p><p>6x Imps attack Filip. 3 x Imps flame the PC's. </p><p></p><p>Notes:</p><p></p><p>[1] Trogdor - a 5 means that Imps like you. Heaps. They show you a hot time. Throk - Damage 4. Ignore Armour. </p><p>On the plus side, Throk and Warris can take the "Half the damage" hold each. So no more damage to you.</p><p>KahlessNestor - Drop the 8 damage (see above). Leave the rest of the post, I will use it for the next 'round'. Or scratch it and start again.</p><p>[2] GlassEye - you can roll your own damage. Damage 6 - 2 Armour (rat?) = 4 Wounds. </p><p>[3] Exterminatus - a nifty paladin move. Now he just has to live long enough to see it through.</p><p>[4] IIRC both Warris and Arafel sacrificed their Light spells to power the burial ritual. The irony <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Kick Off:</p><p></p><p>If you killed or wounded an Imp (Arafel, Ilrec and Half-Jack) you are now automatically targeted by an Imp's flames. An Imp's gotta look after a fellow Imp right? I mean, when you are on the bottom of the food chain <em>Before you do anything else</em>:</p><p></p><p>DD: Roll+DEX Damage 1d6. Ignores armour.</p><p>10+ You evade the flames. </p><p>7-9 You can evade the flames if you choose to. But one of the others in the hall is struck and incapacitated. You choose who and name them: roll 1d6 damage. Newstone, Earthwood and Westweir (the area commanders), Hornstone (the quartermaster), Manus (from Hegistead), Fletcher (the hunter), or Rolff. OR, set something in the hall alight. You can choose. Otherwise take the damage yourself.</p><p>6- Suck it up.</p><p></p><p>For the rest of you, well the rest of the Imps are kind of busy right now trying to extinguish the Light. Lucky you.</p><p></p><p>The Imps do their best to remain outside melee range. They are not stupid, and they are fast. To engage in melee, Roll 1d6: </p><p>1 no Imps are within reach. </p><p>2-4, you can close on an IMP, but first DD (DEX) to avoid their gouts of fire. </p><p>5-6, Stupid IMP never saw you coming. You can Hack and Slash at will. If you take damage from an IMP during H&S, its only claws and teeth: 1d6 <em>does not</em> ignore armour.</p><p>If you already engaged, take +2 to this roll.</p><p></p><p>Imp: Horde, Planar, Intelligent, Organized </p><p>Flame gout (d6 damage, ignores armour) 7 HP, 1 Armour </p><p>Close, Near, Far.[/sblock]</p></blockquote><p></p>
[QUOTE="doghead, post: 6908804, member: 8243"] [b]Day 6, Early Evening, Halfpoint Hall.[/b] Throk ignores the gout of fire that strikes him and along with Warris throws himself in defence of Fillip. [1] The thing that was Holtson stares in disbelief as Filip emerges with nary an eyebrow singed thanks to the valiant efforts of Throk and Warris. Ilrec skewers a IMP before the creature can immolate him. Unfortunately, the creature survives to hurl it gout of flames. Ilrec evades it. Arafel smacks an Imp with a bolt of magic energy. The creature pulls a sad face. Half-Jack dodges the Imps flames rolls and comes up stabbing. The boney little monster survive and vomits forth flames [2]. "Hold the doors!" roars Filip. "Nothing infernal gets out!" Stunned and disorientated the Halfpoint defenders stumble back towards the doors, forming a loose shield wall with whatever weapons they have to hand. "As for you," Filip roars at the thing that was Holtson, "In the name of the Crone I declare you [B]Exterminatus[/B]!" [3] The thing that was Holtson roars something unspeakable and darkness swallows up the hall [4]. For a moment the hall is filled with the ragged breathing of the living and the scrape if claws on timber and stone. And the snickering of Imps. They love the darkness. A pale light pushes back the gloom. Sworntree stands hand raised, light radiating from his holy symbol. Five gouts of flame converge on the brave Light. What do you do? [sblock=OOC]Summary: Arafel: - Half-Jack: Wounds 4. Ilrec: Mark Ammo 1. Throk: Wounds 4. Warris: - see below 6x Imps attack Filip. 3 x Imps flame the PC's. Notes: [1] Trogdor - a 5 means that Imps like you. Heaps. They show you a hot time. Throk - Damage 4. Ignore Armour. On the plus side, Throk and Warris can take the "Half the damage" hold each. So no more damage to you. KahlessNestor - Drop the 8 damage (see above). Leave the rest of the post, I will use it for the next 'round'. Or scratch it and start again. [2] GlassEye - you can roll your own damage. Damage 6 - 2 Armour (rat?) = 4 Wounds. [3] Exterminatus - a nifty paladin move. Now he just has to live long enough to see it through. [4] IIRC both Warris and Arafel sacrificed their Light spells to power the burial ritual. The irony :-) Kick Off: If you killed or wounded an Imp (Arafel, Ilrec and Half-Jack) you are now automatically targeted by an Imp's flames. An Imp's gotta look after a fellow Imp right? I mean, when you are on the bottom of the food chain [i]Before you do anything else[/i]: DD: Roll+DEX Damage 1d6. Ignores armour. 10+ You evade the flames. 7-9 You can evade the flames if you choose to. But one of the others in the hall is struck and incapacitated. You choose who and name them: roll 1d6 damage. Newstone, Earthwood and Westweir (the area commanders), Hornstone (the quartermaster), Manus (from Hegistead), Fletcher (the hunter), or Rolff. OR, set something in the hall alight. You can choose. Otherwise take the damage yourself. 6- Suck it up. For the rest of you, well the rest of the Imps are kind of busy right now trying to extinguish the Light. Lucky you. The Imps do their best to remain outside melee range. They are not stupid, and they are fast. To engage in melee, Roll 1d6: 1 no Imps are within reach. 2-4, you can close on an IMP, but first DD (DEX) to avoid their gouts of fire. 5-6, Stupid IMP never saw you coming. You can Hack and Slash at will. If you take damage from an IMP during H&S, its only claws and teeth: 1d6 [i]does not[/i] ignore armour. If you already engaged, take +2 to this roll. Imp: Horde, Planar, Intelligent, Organized Flame gout (d6 damage, ignores armour) 7 HP, 1 Armour Close, Near, Far.[/sblock] [/QUOTE]
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