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IC [Dungeon World] The Seven Reaches
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<blockquote data-quote="doghead" data-source="post: 6913951" data-attributes="member: 8243"><p><strong>Day 6, Early Evening, Halfpoint Hall</strong></p><p></p><p>Arafel is not alone. Several of the halflings at the door also flee outside running into the arms of a small number confused and bewildered halflings heading to the hall for the nights duty. Beyond the demon malign influence, the maelstrom that are your thoughts begins to subside enough that you can try and re-gather yourself. [1]</p><p></p><p>From outside the hall it is impossible to see into the preternatural darkness within. But the waves of abysmal energy radiating out from within are almost physical. Around a dozen halflings mill around area outside the hall. Fletcher and Newstone are outside as well, stricken with terror, pale and shaking.</p><p></p><p>Throk manages to resist the overwhelming terror that assails him. You push forward to defend the brave Filip but stumble against a bench in the gloom. Your two-handed sword skitters across the floor only to be grabbed by an Imp which begins awkwardly trying to climb up to the roof. Are you going to try and recover it, or face the demon without it? Of course you still have your dagger.</p><p></p><p>Filip rushes towards the demon. The creature now stands near seven feet tall. Its arms reach nearly to its knees, and its claws scape the ground. Before Filip can even get close it lashes out its wicked claws shredding armour and flesh. The Shield of the Crone is sent crashing back against the table. The demon steps forward, claws raised. "We are all going to hell little one!"</p><p></p><p>Half-Jack is pulled back from the edge by his tiny companion. Gathering yourself you leap forward to defend Sworntree from the Imps with your dagger and needle sharp short sword. [2]</p><p></p><p>Behind Halk-Jack Sworntree whispers words of power through burnt and cracked lips. Half-Jack feels the blessing of the Couple guiding his hand and strengthening his arm. [3] </p><p></p><p>Half-Jack is not alone in seeing the danger. If the light goes out ... Earthwood and Rolff spring forward to protect Sworntree. [4]</p><p></p><p>Ilrec casually sidesteps the Imp's counter attack. He strings another arrow but, weakened by the flames, the bowstring snaps. [5]</p><p></p><p>Warris breaks the Imps grip, hurling it away. After clawing free from the demons malign influence the servant of Moradin sends the aforementioned Imp back to hell with a mighty blow. It disappears with an explosion of toads that splatter against the walls and floors with a series of wet splotching noises.</p><p></p><p>What do you do?</p><p></p><p>[sblock=OOC]<strong>Notes</strong></p><p>[1] What do you take the debility on? As for the next attemp to recover, as per the previous resist terror roll (Roll+Wis) but:</p><p>6- You re-gather yourself. Not without a cost however. Take another debility. But you cannot bring yourself to re-enter the hall until something happens to inspire you overcome your fear. Tell me what it is.</p><p>[2] Umm. Hack and Slash vs 5 Imps (Damage 1d6+4, melee). See 3 and 4 below</p><p>[3] Sworntree Cast Bless on Half-Jack, +1 Ongoing during the battle (as long as Sworntree lives to sustain the spell)</p><p>[4] Halflings and Rolff (Skill 3 each). GlassEye - you may burn a skill point to add either +1 to your move roll OR 1d4+1 damage. Once their skill is reduced zero, they are removed from fight.</p><p>[5] Mark one adventuring gear if you choose to replace. DD+DEX to do so while avoiding being attacked by an Imp (1d6 flames, ignore armour).</p><p></p><p>But before you do anything else, if you are in the hall: </p><p>Roll 1d6. On a 6: DD Roll+DEX to avoid a gout of flame</p><p>10+ Sweet footwork. Over to you.</p><p>7-9 Take 1d6 damage (ignore armour) OR Take -1 forward on you next roll.</p><p>6- Take 1d6 damage (ignores armour). Forget what you were about to try, now you have deal with the Imp that has leapt onto your back an is trying to claw your eyes out.</p><p></p><p><strong>Status Summary</strong> </p><p>Arafel: Mark XP 1. Debility on?</p><p>Half-Jack: Wounds 4+0</p><p>Ilrec: Mark Ammo 1+1, Wounds 3, Mark XP 1.</p><p>Throk: Wounds 4. Mark XP 1+1. Take -1 for next 2 rolls (I'll count the Defend move as your first of the three). </p><p>Warris: Mark XP 1. Wounds 1.</p><p></p><p>4 Imps killed. 8 Surviving (2 wounded).</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.</p><p></p><p>Demon of Many Barbed Spikes</p><p>Solitary, Large, Planar, Terrifying </p><p>Spines (d10+3 damage, 3 piercing) 16 HP 3 Armour </p><p>Close, Reach, Messy[/sblock]</p></blockquote><p></p>
[QUOTE="doghead, post: 6913951, member: 8243"] [b]Day 6, Early Evening, Halfpoint Hall[/b] Arafel is not alone. Several of the halflings at the door also flee outside running into the arms of a small number confused and bewildered halflings heading to the hall for the nights duty. Beyond the demon malign influence, the maelstrom that are your thoughts begins to subside enough that you can try and re-gather yourself. [1] From outside the hall it is impossible to see into the preternatural darkness within. But the waves of abysmal energy radiating out from within are almost physical. Around a dozen halflings mill around area outside the hall. Fletcher and Newstone are outside as well, stricken with terror, pale and shaking. Throk manages to resist the overwhelming terror that assails him. You push forward to defend the brave Filip but stumble against a bench in the gloom. Your two-handed sword skitters across the floor only to be grabbed by an Imp which begins awkwardly trying to climb up to the roof. Are you going to try and recover it, or face the demon without it? Of course you still have your dagger. Filip rushes towards the demon. The creature now stands near seven feet tall. Its arms reach nearly to its knees, and its claws scape the ground. Before Filip can even get close it lashes out its wicked claws shredding armour and flesh. The Shield of the Crone is sent crashing back against the table. The demon steps forward, claws raised. "We are all going to hell little one!" Half-Jack is pulled back from the edge by his tiny companion. Gathering yourself you leap forward to defend Sworntree from the Imps with your dagger and needle sharp short sword. [2] Behind Halk-Jack Sworntree whispers words of power through burnt and cracked lips. Half-Jack feels the blessing of the Couple guiding his hand and strengthening his arm. [3] Half-Jack is not alone in seeing the danger. If the light goes out ... Earthwood and Rolff spring forward to protect Sworntree. [4] Ilrec casually sidesteps the Imp's counter attack. He strings another arrow but, weakened by the flames, the bowstring snaps. [5] Warris breaks the Imps grip, hurling it away. After clawing free from the demons malign influence the servant of Moradin sends the aforementioned Imp back to hell with a mighty blow. It disappears with an explosion of toads that splatter against the walls and floors with a series of wet splotching noises. What do you do? [sblock=OOC][b]Notes[/b] [1] What do you take the debility on? As for the next attemp to recover, as per the previous resist terror roll (Roll+Wis) but: 6- You re-gather yourself. Not without a cost however. Take another debility. But you cannot bring yourself to re-enter the hall until something happens to inspire you overcome your fear. Tell me what it is. [2] Umm. Hack and Slash vs 5 Imps (Damage 1d6+4, melee). See 3 and 4 below [3] Sworntree Cast Bless on Half-Jack, +1 Ongoing during the battle (as long as Sworntree lives to sustain the spell) [4] Halflings and Rolff (Skill 3 each). GlassEye - you may burn a skill point to add either +1 to your move roll OR 1d4+1 damage. Once their skill is reduced zero, they are removed from fight. [5] Mark one adventuring gear if you choose to replace. DD+DEX to do so while avoiding being attacked by an Imp (1d6 flames, ignore armour). But before you do anything else, if you are in the hall: Roll 1d6. On a 6: DD Roll+DEX to avoid a gout of flame 10+ Sweet footwork. Over to you. 7-9 Take 1d6 damage (ignore armour) OR Take -1 forward on you next roll. 6- Take 1d6 damage (ignores armour). Forget what you were about to try, now you have deal with the Imp that has leapt onto your back an is trying to claw your eyes out. [b]Status Summary[/b] Arafel: Mark XP 1. Debility on? Half-Jack: Wounds 4+0 Ilrec: Mark Ammo 1+1, Wounds 3, Mark XP 1. Throk: Wounds 4. Mark XP 1+1. Take -1 for next 2 rolls (I'll count the Defend move as your first of the three). Warris: Mark XP 1. Wounds 1. 4 Imps killed. 8 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] [/QUOTE]
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