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<blockquote data-quote="darkbard" data-source="post: 9608570" data-attributes="member: 1282"><p><em><strong>TWYLL</strong> stares wide-eyed at the tiny plant, struggling in the putrescence yet glowing with life. The spy feels a strange kinship to it: in this plant she sees her younger self, another being whose joyous and living energy something foul attempted to smother. For her, it was the poisonous culture she grew up within; for this tiny seedling it is the shambler and its necrotic copse. Her own spark is all but snuffed, but she will not allow this plant to become a mere shell of its possibilities. But how can she help?</em></p><p><em></em></p><p><em>Nearby a large fish leaps in and out of the water of the tributary, sending small waves against her legs. As she sways slightly, an idea grows in her mind and a slight smile emerges on her lips. Twyll scrambles back out of the water, reaching for her waterskin as she retraces her steps. </em></p><p><em></em></p><p><em>Steeling her nerves to reenter the copse, she begins to quickly and carefully make her way to the tiny green plant.</em></p><p></p><p>Twyll is making a Defy Danger (Dex) move to get through the copse to the living plant to give it life-sustaining water (expending 1 Use of Adventuring Gear). My hope is (was?) that she can thus enrage the DBSM enough to follow her back to the dangerous water using Persuade, but…</p><p></p><p><strong>DEFY DANGER</strong></p><p></p><p>When <strong><em>danger looms, the stakes are high, and you do something chancy</em></strong>, check if another move applies. If not, roll...</p><p></p><p>... +DEX to employ speed, agility, or finesse</p><p></p><p><strong>On a 10+</strong>, you pull it off as well as one could hope; <strong>on a 7-9</strong>, you can do it, but the GM will present a lesser success, a cost, or a consequence (and maybe a choice between them, or a chance to back down).</p><p></p><p>r1,2 + 2 DEX + 1 Forward from DR = 6; 6- = Mark 1 XP. Also, if you feel using the waterskin doesn’t warrant Marking AG, let me know.</p><p></p><p></p><p></p><p><img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfoZ3YrlDWXEaS78WnAkPffWNlW8jZVdWDeMgZ29edk3l-BmpHgVlyv5eZ1fmBRRdOxkOLMqZExavr4UDHQl82WI-j-nK82Hp7iRuAKmkR11yyartGZQV5WWkA9uDk93KbNWreEXg?key=lspryjIKzTaYhgZ09JSr2fWa" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p>* * *</p><p></p><p></p><p></p><p><em>The tendril lashes obliquely against the diabolist, grasping around his pack of precious gear and holding him fast for a moment. In a spurt of panicked strength, <strong>PRITCHARD</strong> yanks his satchel free and is propelled headlong into the relative safety of the trees—headfirst!</em></p><p></p><p>I choose the former, taking r6 +1 -1 armor = 6 HP damage! The trees giveth and the trees taketh away. I’m now down to 7 HP total. But at least I have a wee bit of protection for the moment?</p><p></p><p><em><strong>PRITCHARD</strong>, realizing that there may very well be some “greater” evil at work here, scans the area upstream of the desecrated copse, searching for some arcane sigil imprinted on a stone or the like, something working as a binding spell or some such, preventing the river’s natural flow through this gully. Something that can be <strong>unbound</strong>.</em></p><p></p><p><strong>DISCERN REALITIES</strong></p><p></p><p>When you <em><strong>study a situation or person, looking to the GM for insight,</strong></em> roll +WIS: on a 10+, ask the GM 3 questions from the list below; on a 7-9, ask 1; either way, gain +1 forward on your next move that acts on the answers.</p><p></p><ul> <li data-xf-list-type="ul">What happened here?</li> <li data-xf-list-type="ul">What is about to happen?</li> <li data-xf-list-type="ul">What should I be on the lookout for?</li> <li data-xf-list-type="ul"><strong>What here is useful or valuable to me?</strong></li> <li data-xf-list-type="ul">Who or what is really in control here?</li> <li data-xf-list-type="ul">What here is not what it appears to be?</li> </ul><p>r6,4 -1 WIS = 9. What here is useful or valuable to me?</p><p></p><p></p><p></p><p><em>Examining the subtle line of black powder off the current line of the shore, <strong>PRITCHARD</strong> breaks out into a cold sweat. He is no wizard or sorcerer to unbind magicks!!! Nevertheless, his own secret education through musty tomes never meant for the eyes of children and the initiation rites into groups like the Order of the Ruby Chalice included sufficient arcane training to cover the basics. Rummaging through his satchel, the diabolist pulls out a vial of quicksilver, that universal confounder of arcane energies.</em></p><p><em></em></p><p><em>Liberally sprinkling the liquid metal across the area like some cleric with an aspergillum, Pritchard gives a look up to the heavens, just barely visible through the branches swaying overhead. Never the praying sort—even his invocations to Asmodeus during ritualized chants were little more than lip service—he watches the moon emerge from behind clouds and whispers, “Sweet Selûne, if ever you took interest in the affairs of living mortals, now would be the time to intervene—against this creature of the void!”</em></p><p></p><p>Pritchard marks 1 Adventuring Gear for the quicksilver and then uses it to disrupt the ritual ward, unleashing the water’s natural flow to swell towards the moon above, its natural course re-established.</p><p></p><p><strong>INFERNAL INSIGHT</strong></p><p></p><p>When you <em><strong>wield your environment against your foe(s),</strong></em> choose 1 from the list below and roll +INT: on a 7-9, pick 1, but you pay the infernal price. On a 10+, pick 1.</p><p></p><p>+ Impede or interrupt their actions</p><p></p><p>+ Create an advantage that grants you or an ally +1 forward on the next roll to exploit it</p><p></p><p>+ Deal damage appropriate to the source (b[2d4] for bruises/scrapes, b[2d6] for bloodshed, b[2d8] if it’d break bones, b[2d10] if it’d kill a common person)</p><p></p><p>r4,1 +2 INT +1 forward from DR = 8. I choose to deal damage, b2d10 [1,<strong>5</strong> <em>no armor applies</em>] to the Deathborne Shambling Mound as the river swells in a torrent into the copse.</p><p></p><p>Of course, I also pay the infernal price!</p><p></p><p></p><p>* * *</p><p></p><p><em>In her usual manner of dissociation, <strong>TWYLL</strong> ignores the tendrils slowly depriving her of oxygen as she wriggles her body into a position that allows her weight to pull her downward and out of its grasp.</em> </p><p>* * *</p><p>Twyll is using Defy Danger (Dex) to wriggle her way out of the grasp of the DBSM:</p><p></p><p><strong>DEFY DANGER</strong></p><p></p><p>When <strong><em>danger looms, the stakes are high, and you do something chancy</em></strong>, check if another move applies. If not, roll...</p><p></p><p>... +DEX to employ speed, agility, or finesse</p><p></p><p><strong>On a 10+</strong>, you pull it off as well as one could hope; <strong>on a 7-9</strong>, you can do it, but the GM will present a lesser success, a cost, or a consequence (and maybe a choice between them, or a chance to back down).</p><p></p><p>r5,3 +2 DEX = 10</p><p></p><p></p><p>* * *</p><p></p><p><em>Then, landing too close for the creature to easily attack, the Bregan D’aerthe deftly slips her trusty dagr into her hand and stabs upwards with savage grace. </em></p><p><em></em></p><p><em>Twyll gives a brief thought to her brother and his martial anatomy lessons of where best to stab an opponent in order to release their hold on you: what would Rhodri have suggested here? “Get out of here, idiot!” comes immediately to mind, and with that thought, the drow quickly and gently scoops up that plucky plant – roots and all – removing it from its tormentor – and heads to the safety of the water.</em></p><p></p><p>* * *</p><p>Twyll uses her dagger to attack the DBSM and deprive it of its floral victim using <strong>Clash</strong> with her <strong>Skill At Arms</strong>:</p><p></p><p><strong>SKILL AT ARMS</strong></p><p></p><p>When you <strong><em>wield a weapon with speed and grace</em></strong>, roll +DEX to Clash (instead of +STR). <strong>On a 7+ on Clash</strong>, you can roll 1d8 instead of b[2d8] to add <em>Wrong-foot</em> or <em>Deprive</em>.</p><p></p><p><strong>CLASH</strong> </p><p></p><p>When <strong><em>you're on even footing with adversaries and fight in melee or close quarters</em></strong>, roll <s>+STR</s> (+DEX): <strong>on a 10+</strong>, your maneuver works as expected (deal your damage) and pick 1. </p><p></p><ul> <li data-xf-list-type="ul"> Avoid, prevent, or counter your enemy’s attack</li> <li data-xf-list-type="ul">Strike hard and fast, for 1d6 extra damage, but suffer your enemy’s attack</li> </ul><p><strong>On a 7-9</strong>, your maneuver works, mostly (deal your damage) but you suffer your enemy’s attack. </p><p><strong>On a 10+</strong>, if your armament/implement used for Clash possesses the Area tag, you can step down the results to 7-9 and apply your damage to all foes in range.</p><p></p><p>r1,6+ 2 DEX +1 Hand Range = 10: Skill At Arms: 1d8 to add <em>Deprive</em> to steal the tiny plant safely awayl; Clash: choose Avoid, prevent, or counter your enemy’s attack to get away.</p><p></p><p>Damage: r5 - 3 Armor = 2 Damage to DBSM</p></blockquote><p></p>
[QUOTE="darkbard, post: 9608570, member: 1282"] [i][b]TWYLL[/b] stares wide-eyed at the tiny plant, struggling in the putrescence yet glowing with life. The spy feels a strange kinship to it: in this plant she sees her younger self, another being whose joyous and living energy something foul attempted to smother. For her, it was the poisonous culture she grew up within; for this tiny seedling it is the shambler and its necrotic copse. Her own spark is all but snuffed, but she will not allow this plant to become a mere shell of its possibilities. But how can she help? Nearby a large fish leaps in and out of the water of the tributary, sending small waves against her legs. As she sways slightly, an idea grows in her mind and a slight smile emerges on her lips. Twyll scrambles back out of the water, reaching for her waterskin as she retraces her steps. Steeling her nerves to reenter the copse, she begins to quickly and carefully make her way to the tiny green plant.[/i] Twyll is making a Defy Danger (Dex) move to get through the copse to the living plant to give it life-sustaining water (expending 1 Use of Adventuring Gear). My hope is (was?) that she can thus enrage the DBSM enough to follow her back to the dangerous water using Persuade, but… [b]DEFY DANGER[/b] When [b][i]danger looms, the stakes are high, and you do something chancy[/i][/b], check if another move applies. If not, roll... ... +DEX to employ speed, agility, or finesse [b]On a 10+[/b], you pull it off as well as one could hope; [b]on a 7-9[/b], you can do it, but the GM will present a lesser success, a cost, or a consequence (and maybe a choice between them, or a chance to back down). r1,2 + 2 DEX + 1 Forward from DR = 6; 6- = Mark 1 XP. Also, if you feel using the waterskin doesn’t warrant Marking AG, let me know. [IMG]https://lh7-rt.googleusercontent.com/docsz/AD_4nXfoZ3YrlDWXEaS78WnAkPffWNlW8jZVdWDeMgZ29edk3l-BmpHgVlyv5eZ1fmBRRdOxkOLMqZExavr4UDHQl82WI-j-nK82Hp7iRuAKmkR11yyartGZQV5WWkA9uDk93KbNWreEXg?key=lspryjIKzTaYhgZ09JSr2fWa[/IMG] * * * [i]The tendril lashes obliquely against the diabolist, grasping around his pack of precious gear and holding him fast for a moment. In a spurt of panicked strength, [b]PRITCHARD[/b] yanks his satchel free and is propelled headlong into the relative safety of the trees—headfirst![/i] I choose the former, taking r6 +1 -1 armor = 6 HP damage! The trees giveth and the trees taketh away. I’m now down to 7 HP total. But at least I have a wee bit of protection for the moment? [i][b]PRITCHARD[/b], realizing that there may very well be some “greater” evil at work here, scans the area upstream of the desecrated copse, searching for some arcane sigil imprinted on a stone or the like, something working as a binding spell or some such, preventing the river’s natural flow through this gully. Something that can be [b]unbound[/b].[/i] [b]DISCERN REALITIES[/b] When you [i][b]study a situation or person, looking to the GM for insight,[/b][/i][b][/b] roll +WIS: on a 10+, ask the GM 3 questions from the list below; on a 7-9, ask 1; either way, gain +1 forward on your next move that acts on the answers. [LIST] [*]What happened here? [*]What is about to happen? [*]What should I be on the lookout for? [*][b]What here is useful or valuable to me?[/b] [*]Who or what is really in control here? [*]What here is not what it appears to be? [/LIST] r6,4 -1 WIS = 9. What here is useful or valuable to me? [i]Examining the subtle line of black powder off the current line of the shore, [b]PRITCHARD[/b] breaks out into a cold sweat. He is no wizard or sorcerer to unbind magicks!!! Nevertheless, his own secret education through musty tomes never meant for the eyes of children and the initiation rites into groups like the Order of the Ruby Chalice included sufficient arcane training to cover the basics. Rummaging through his satchel, the diabolist pulls out a vial of quicksilver, that universal confounder of arcane energies. Liberally sprinkling the liquid metal across the area like some cleric with an aspergillum, Pritchard gives a look up to the heavens, just barely visible through the branches swaying overhead. Never the praying sort—even his invocations to Asmodeus during ritualized chants were little more than lip service—he watches the moon emerge from behind clouds and whispers, “Sweet Selûne, if ever you took interest in the affairs of living mortals, now would be the time to intervene—against this creature of the void!”[/i] Pritchard marks 1 Adventuring Gear for the quicksilver and then uses it to disrupt the ritual ward, unleashing the water’s natural flow to swell towards the moon above, its natural course re-established. [b]INFERNAL INSIGHT[/b] When you [i][b]wield your environment against your foe(s),[/b][/i][b][/b] choose 1 from the list below and roll +INT: on a 7-9, pick 1, but you pay the infernal price. On a 10+, pick 1. + Impede or interrupt their actions + Create an advantage that grants you or an ally +1 forward on the next roll to exploit it + Deal damage appropriate to the source (b[2d4] for bruises/scrapes, b[2d6] for bloodshed, b[2d8] if it’d break bones, b[2d10] if it’d kill a common person) r4,1 +2 INT +1 forward from DR = 8. I choose to deal damage, b2d10 [1,[b]5[/b] [i]no armor applies[/i]] to the Deathborne Shambling Mound as the river swells in a torrent into the copse. Of course, I also pay the infernal price! * * * [i]In her usual manner of dissociation, [b]TWYLL[/b] ignores the tendrils slowly depriving her of oxygen as she wriggles her body into a position that allows her weight to pull her downward and out of its grasp.[/i] * * * Twyll is using Defy Danger (Dex) to wriggle her way out of the grasp of the DBSM: [b]DEFY DANGER[/b] When [b][i]danger looms, the stakes are high, and you do something chancy[/i][/b], check if another move applies. If not, roll... ... +DEX to employ speed, agility, or finesse [b]On a 10+[/b], you pull it off as well as one could hope; [b]on a 7-9[/b], you can do it, but the GM will present a lesser success, a cost, or a consequence (and maybe a choice between them, or a chance to back down). r5,3 +2 DEX = 10 * * * [i]Then, landing too close for the creature to easily attack, the Bregan D’aerthe deftly slips her trusty dagr into her hand and stabs upwards with savage grace. Twyll gives a brief thought to her brother and his martial anatomy lessons of where best to stab an opponent in order to release their hold on you: what would Rhodri have suggested here? “Get out of here, idiot!” comes immediately to mind, and with that thought, the drow quickly and gently scoops up that plucky plant – roots and all – removing it from its tormentor – and heads to the safety of the water.[/i] * * * Twyll uses her dagger to attack the DBSM and deprive it of its floral victim using [b]Clash[/b] with her [b]Skill At Arms[/b]: [b]SKILL AT ARMS[/b] When you [b][i]wield a weapon with speed and grace[/i][/b], roll +DEX to Clash (instead of +STR). [b]On a 7+ on Clash[/b], you can roll 1d8 instead of b[2d8] to add [i]Wrong-foot[/i] or [i]Deprive[/i]. [b]CLASH[/b] When [b][i]you're on even footing with adversaries and fight in melee or close quarters[/i][/b], roll [s]+STR[/s] (+DEX): [b]on a 10+[/b], your maneuver works as expected (deal your damage) and pick 1. [LIST] [*] Avoid, prevent, or counter your enemy’s attack [*]Strike hard and fast, for 1d6 extra damage, but suffer your enemy’s attack [/LIST] [b]On a 7-9[/b], your maneuver works, mostly (deal your damage) but you suffer your enemy’s attack. [b]On a 10+[/b], if your armament/implement used for Clash possesses the Area tag, you can step down the results to 7-9 and apply your damage to all foes in range. r1,6+ 2 DEX +1 Hand Range = 10: Skill At Arms: 1d8 to add [i]Deprive[/i] to steal the tiny plant safely awayl; Clash: choose Avoid, prevent, or counter your enemy’s attack to get away. Damage: r5 - 3 Armor = 2 Damage to DBSM [/QUOTE]
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