The Fey, the Far, and the Ugly Space In Between

ROUND 4

All Giliad's Rest Archer's Standard Actions will be spent on the encounter in zone B at the gate so their contribution here will be their aura (Volley at the start of each enemies' turn).

Otthor

[sblock]Martial Resolve - Free saving throw at start of turn vs immobilized. 3 vs immobilized fails. 10 ongoing psychic damage.

Free Action: Brawling Warrior + 1 to AC USoYNT.

Standard Action: Enervation (D) + 25 vs Fort on MIBs. Rolled 6. Miss for 1/2 damage and weakened UEoYNT. 3d8 (13) + 27 = 40/2 = 20 necrotic damage and weakened UEoYNT. Gain 31 THP.

Minor Action: Arcane Strike MBA + 30 vs Ref on MIBs. Rolled 20. 2d8 (16) + 27 + 5 (cold vuln) + 4d6 (11) = 59 cold damage.

No Action: Dazzling Sunray on MIBs. 10 radiant damage and -2 to hit UEoYNT.

Move Action: Move to trigger AoO by MIBs.

1) Steely Retort OA - MBA + 30 (+1 OA) vs Ref on MIBs. Rolled 9. 2d8 (6) + 27 + 5 (cold vuln) + 1d6 (5) = 43 cold damage.

No Action: Unseen Hand on SG3. 10 force damage and slides adjacent to Lucky for CA.

2) No Action: Fire Shield - MIBs takes 2d6 (7) + 18 - 5 (resist 5 fire) = 20 fire damage.

3) Maw (Reach 2) on Otthor. Auto-hits. 3d10 + 8 fire (24/2 -12 - 10 = 2 fire damage), dazed (save ends), and already grabbed.

4) MIBs uses Tail Smash (immediate reaction - AW) vs Otthor + 24 (-2) vs Ref. Rolled 12. Misses.


End of Turn: ST vs immobilized. 18 passes. ST vs dazed. 13 passes. ST vs 10 OG psychic damage. 9 fails.[/sblock]

Saerie (Rawr and Lucky)

[sblock]Move Action: Invigorating Stride (E). Shift 5 to flank MIBs with Otthor and use Second Wind (32 HP returned and + 2 Def). Rawr can use Second Wind as well (54 HP returned and + 2 Def). Rawr is no longer bloodied.

Rawr moves next to Otthor to flank MIBs with Saerie.

Minor Action: Master-At-Arms (AW) - Sheathes bow and draws short sword and elven long knife.

Standard Action: Vicious Cooperation (D) +26 (+2) vs AC. Rolled 7. Hits. 4d6 (14) + 10 + 5d6 (17) = 41 damage. Otthor makes an MBA as a free action.

Free Action - Otthor MBA + 28 (+2) vs Ref on MIBs. Rolled 2. Hits. 2d8 (8) + 17 = 25 cold damage.[/sblock]

Morphed Infernal Basilisks

Volley by GIliad's Rest Archers at start of turn.

[sblock]Volley +27 vs AC. Rolled 6. Misses.[/sblock]

[sblock]Minor Action: Petrifying Gaze (AW) + 24 (-2) vs Fort CBL5 on Rawr and Otthor (already affected). Rolled 12, 14, and 5. Hits Otthor for slowed (save ends).

Standard Action: Two Maws Rampage (AW).

Tentacles (Reach 4) * 2 on Otthor. + 26 (-2 DS) vs AC. Rolled 15, 18. Both hit. 2d8 (7) + 8 = 15/2 = 7 damage. 2d8 (8) + 8 = 16/2 = 8 damage. 15 damage total. Otthor is already grabbed.

No Action - Fire Shield on MIBs. 2d6 (5) + 8 - 5 (resist 5 fire) = 8 fire damage.[/COLOR]

Maw (Reach 2) on Otthor. + 26 (-2 DS) vs AC. Rolled 12. Misses.[/sblock]

Stone Giant Void-Whisperers

Volley by GIliad's Rest Archers at start of turn.

[sblock]Volley +27 (+2 CA) vs AC on SG3. Rolled 19. Hit. 4d8 + 12 (31) damage on SG3. Dead.[/sblock]

Morphed Infernal Basilisks 2nd turn @ Initiative - 10


[sblock]Minor Action: Petrifying Gaze (AW) + 24 (-2 DS) vs Fort CBL5 on Saerie. Rolled 9. Misses.

Standard Action: Two Maws Rampage (AW).

Tentacles (Reach 4) * 2 on Otthor. + 26 (-2 DS) vs AC. Rolled 19, 6. One hit. 2d8 (10) + 8 = 18/2 = 9 damage. Otthor is already grabbed.

No Action - Fire Shield on MIBs. 2d6 (9) + 8 - 5 (resist 5 fire) = 12 fire damage.[/COLOR]

Maw (Reach 2) on Saerie. + 26 (-2 DS) vs AC. Rolled 10. Misses.[/sblock]




With exhaustion setting in and the Bladesong ebbing from him, Otthor unleashes a barrage of necromantic magic. Like a wraith, he draws upon the essence of the creature, visibly diminishing it to fuel his own. Tentacles apply their grip-like vice around his waist, but it does little to slow the pace of his bladework.

Saerie and Rawr get back into the fight, each circling the titanic aberrant lizard, all edged weapons, fangs, and claws. When they pounce, Otthor does in concert with his own flurry.

The last of the giants falls under the weight of a hundred arrows.

The ground beneath the heroes runs a burning black with the infernal creature's blood as the battle for Giliad's Rest draws toward its final act...
 

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ROUND 4

All Giliad's Rest Archer's Standard Actions will be spent on the encounter in zone B at the gate so their contribution here will be their aura (Volley at the start of each enemies' turn).

Otthor

[sblock]10 OG psychic damage

Standard Action: Thunder Cage on MIBs +25 vs Fort. Rolled 12. Hits. 2d10 (12) + 17 thunder damage = 29. Effect: 1d10 + 17 if leaves sq before SoNT

Minor Action: Arcane Strike MBA + 28 (+2 CA and +1 guardian) vs Ref on MIBs. Rolled 6. hits. 2d8 (6) + 17 = 23 cold damage.

MIBs uses Tail Smash (immediate reaction - AW) vs Otthor + 24 (-2) vs Ref. Rolled 13. Misses.


No Action: Unseen Hand on MIBs. 10 force damage and and slide 3 squares toward hindering terrain of fire. This triggers TC secondary effect.

1) TC Effect: 1d10 (2) + 17 = 19 thunder damage.

2) MIBs ST vs hindering terrain 13 + 5 passes. Prone adjacent.


End of Turn: ST vs 10 OG psychic damage. 18 passes.[/sblock]


Saerie (Rawr and Lucky)

[sblock]Standard Action: Into Harm’s Way +26 (+2 CA) vs Will. Rolled 16. 2d6 (4) +10 + 5d6 (18) = 32 damage and slide target 2 sq back adjacent to Rawr. Otthor MBA as FA:

Free Action - Otthor MBA + 28 (+2 CA + 1 guardian) vs Ref on MIBs. Rolled 4. Hits. 2d8 (7) + 17 = 24 cold damage.

Minor Action: Rawr MBA +25 (+2 CA) vs AC. Rolled 7. Misses.

Minor Action: Rawr MBA +25 (+2 CA) vs AC. Rolled 14, 2d12 (13) + 9 dam == 22 damage. MIBs dead.[/sblock]




Saerie shouts a battlecry to finish the beast and unleashes a bewildering torrent steel and perfect footwork, distracting the creature to its ruin. Otthor and Rawr match her ferocity with thunderous magic, bladework too swift for the staggered creature to follow. A beastial roar from their bear companion and savage mauling and shaking of the beast in his bloody muzzle finishes the affair. The giant, infernal, aberrant lizard falls hard to the frozen earth, shaking the ground beneath the refugees and the combatants. When it lies still and the battlefield draws quiet, everyone waits for a moment to celebrate, unsure if the day has been won. Then, one person's cry urges on the others and suddenly an entire city is gathering in the square to exalt in their very survival.

The celebratory uproar is quickly quenched when a runner from the outer wall comes in panting...

"(Huff, huff)...green (huff, huff)...green mists...(huff, huff)...they're everywhere...(huff, huff)...they're coming!"

The merriment gives way to hushed dismay. A once-human voice cries out from far away in utter agony. Another quickly follows "FALL BACK!...DON'T LET IT TOUCH YOU! RUN!"




Get your Dungeon World characters up to 9th level. We're going back to that system after this conflict is ended.
 
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We can handle the present situation in-game in the coming days. Just want to attach level 9 Dungeon World Otthor. For 7, 8, 9 moves, took Arcane Ward, Steely Riposte, and Audience With the Queen - Shiradi Champion. Changed Alarm to Moonstride and added Thunderwave for my spell at 8th level. + 2 Dex, + 1 Con.


Otthor
Level 9 Elven Arcane Duelist/Bladesinger/Shiradi Champion
Arms w/ tribal tattoos, scarred cheek/ear, hair pulled back tightly, lithe body

Str: 9 (+0)
Dex: 18 (+3)
Con: 14 (+1)
Int: 18 (+3)
Wis: 9 (+0)
Cha: 13 (+1)

HP: 22/22
Armor: 4
Damage: 1d8

Gear (Load 8/20)

Dungeon Rations (2 uses, 1 wt)
Adventuring Gear (2 uses, 1 wt)
Spellbook (1 wt)
Magical Monocle (1 wt)
Elven Longsword (precise, close, 2 wt)
The Prince of Frost’s Brand (close, precise, piercing 1, 1 wt)
Elven Chainmail (ignores clumsy, 2 armor, 1 wt)

Alignment

Good: Sacrifice to stand up to villainy.

Bonds

I long to watch Saerie handle her unfinished business with the Wintery Fey Braelani.
Saerie’s connection to the young girl of Giliad’s Rest fascinates me.
Saerie’s Dire Wolves have much to prove in order to earn my trust.
I hate to admit it, but Rawr’s mischievousness amuses me as much as his loyalty humbles me.


Moves

Elf: You descend from an ancient martial tradition. Gain +1 to spout lore on anything related to warfare.

Master’s Bladework (replaces Flawless/Arcane Bladework)
: When you attempt to incorporate magic into a melee attack, roll +int..

✴On a 7-9, deal your damage and apply 2 techniques, and your opponent attacks you.
✴On a 10+, deal your damage and apply 3 techniques.

Throw Down The Gauntlet: When you challenge someone to a duel, roll +cha.

✴On a 7-9, they choose 1 if they do not accept.
✴On a 10+, they choose 2 if they do not accept.

* You take +1 ongoing against them until they defeat you
* They lose the respect of their peers and underlings
* They retreat

The Riddle of Steel: When you cross swords with a humanoid opponent, gain +1 forward to discern realities about them. In addition, you may add the following to the list of questions you can ask:

* What is this person about to do?
* What emotion drives this person?
* What is this person trying to hide?

Student of the Blade: Begin play with 4 techniques.

Flowing: If your attack kills a target, you may immediately attack a new target as if you had gotten a 7-9 on the move you initially used.
Soul-Siphoning: Your attack heals you for 1d4. Heal 1d8 instead if this attack kills your target.
Torrential: Your attack ends with a flurry of strikes that your opponent must dedicate effort to blocking or avoiding. If they instead attack you in response to your attack, deal your damage again (this does not apply techniques).
Burst: Your attack deals an additional 1d4 damage and gains the ‘forceful’ tag.

Wind Slash: When you attack at near range with blades of cutting air, roll +int.

✴On a 7-9, deal your damage and apply 1 technique, and choose one of the following:

* You have to move to get a clear shot, placing you in danger.
* Do not deal your damage.
* Do not apply any techniques.

✴On a 10+, deal your damage and apply 1 techniques.

Bladesong: When you compose the perfect piece of warfare and blade and spell are your instruments (10+ FB or WS), roll +Int. On a 10+ hold 3 Bladesong. On a 7-9, hold 1. Until combat ends, spend hold 1 for 1:

* Void Note - Teleport somewhere nearby within your line of sight.
* Guarded Flourish - When you have no weapon or shield in your offhand and you take damage, take + 2 armor.
* Blade Crescendo - When you deal damage to an enemy within your melee weapon's range, gain 2 piercing.

Arcane Ward: As long as you have at least one prepared spell of first level or higher, you have +2 armor.

Steely Riposte: When you hold at least 1 Bladesong, you can Defend using INT instead of CON and your Torrential Technique deals an extra 1d4 damage.

Legacy
:

Leonel Avel' lethelin
Medium Eladrin

Quality +1, Loyalty +2
Damage d6 +1, HP 8, Armor 1, Load 2

Tags:

* Magical: they are magical by nature or training, and sensitive to the workings of magic. Use at least one of their moves to elaborate on their powers.
* Warrior: They take +1 to their damage die roll, and you don’t need to Order Follower to get them to fight.
* History-Wise: Roll +Quality to spout Lore.

Moves:

* Bamf (limited-use, near-range teleport)
* Aegis of Shielding (Defend Near range w/ +Quality)

Instinct: Impulsively vengeful.

Cost: Learning the art of the blade, vengeance, or redemption of his family.

Paranoid Archmagia Monoclia
: When you scrutinize someone with the monocle and wonder at their past, roll +Wis. On a 10+, you get a vision of something interesting, clear as day. On a 7-9, you get something but it may not be so interesting or so clear.

The Prince of Frost's Brand
Close, Precise, Piercing 1

This beautifully elegant blade of subtle curve is ever-sharp. It radiates soft blue light in the deep cold and sweltering heat alike. It protects its wielder from burning fire (+1 DD), as the flames retreat from the blade or are snuffed outright when touching it. A Winter Fey heirloom adorns the hip of only the most worthy noble. Possession by the unworthy is punishable by death.

When you take your Last Breath, the Pale Prince is watching from his distant domain with interest. He will sponsor your return from Death's door (take +1), but the price is steep...you must forsake something that emotionally connects you to your life. You lose 1 Bond, the GM will choose which, and you can never regain it forevermore.

Spellbook (4th level):

You have mastered several spells and inscribed them in your spellbook. You start out with three first level spells in your spellbook as well as the cantrips. Whenever you gain a level, you add a new spell of your level or lower to your spellbook. You spellbook is 1 weight.

Prepare Spells (4th level):

When you spend uninterrupted time (an hour or so) in quiet contemplation of your spellbook, you:

* Lose any spells you already have prepared
* Prepare new spells of your choice from your spellbook whose total levels don’t exceed your own level+1 = 5
* Prepare your cantrips which never count against your limit.

Cast a Spell (4th level) (Int):

When you release a spell you’ve prepared, roll+Int.

✴ On a 10+, the spell is successfully cast and you do not forget the spell—you may cast it again later.
✴ 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.

(Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.)

Spells:

Cantrips: You prepare all of your cantrips every time you prepare spells without having to select them or count them toward your allotment of spells.

Light

An item you touch glows with arcane light, about as bright as a torch. It gives off no heat or sound and requires no fuel, but it is otherwise like a mundane torch. You have complete control of the color of the flame. The spell lasts as long as it is in your presence.

Unseen Servant Ongoing


You conjure a simple invisible construct that can do nothing but carry items. It has load 3 and carries anything you hand to it. It cannot pick up items on its own and can only carry those you give to it. Items carried by an unseen servant appear to float in the air a few paces behind you. An unseen servant that takes damage or leaves your presence is immediately dispelled, dropping any items it carried. Otherwise the unseen servant serves you until you end the spell.

Prestidigitation

You perform minor tricks of true magic. If you touch an item as part of the casting you can make cosmetic changes to it: clean it, soil it, cool it, warm it, flavor it, or change its color. If you cast the spell without touching an item you can instead create minor illusions no bigger than yourself. Prestidigitation illusions are crude and clearly illusions—they won’t fool anyone, but they might entertain them.

1st Level

Contact Spirits Summoning


Name the spirit you wish to contact (or leave it to the GM). You pull that creature through the planes, just close enough to speak to you. It is bound to answer any one question you ask to the best of its ability.

Charm Person Enchantment, Ongoing


The person (not beast or monster) you touch while casting this spell counts you as a friend until they take damage or you prove otherwise.

Invisibility Illusion, Ongoing

Touch an ally: nobody can see them. They’re invisible! The spell persists until the target attacks or you dismiss the effect. While the spell is ongoing you can’t cast a spell.

Magic Missile Evocation


Projectiles of pure magic spring from your fingers. Deal 2d4 damage to one target.

Moonstride Enchantment


You imbue your form with pure moonlight, becoming insubstantial. You are unable to attack or interact with the world in this form and you are unable to Cast a Spell while you are under the effects of this spell. Gain 1 hold to spend on the below, after which the spell ends:

* You pass through a physical object.
* You float in the air or slow your fall for the briefest of moments.
* You reduce damage taken by 1d4.

Thunderwave Evocation


When you cast this spell, a powerful thunderclap emanates from your hands. It knocks over human-sized creatures or loose objects as far away as 10 feet (Reach).

3rd Level

Fireball Evocation


You evoke a mighty ball of flame that envelops your target and everyone nearby, inflicting 2d6 damage which ignores armor.
 

Attachments

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The celebratory uproar is quickly quenched when a runner from the outer wall comes in panting...

"(Huff, huff)...green (huff, huff)...green mists...(huff, huff)...they're everywhere...(huff, huff)...they're coming!"

The merriment gives way to hushed dismay. A once-human voice cries out from far away in utter agony. Another quickly follows "FALL BACK!...DON'T LET IT TOUCH YOU! RUN!"

I'm hoping that this is the voice of Arsalan Khosa and he is leading the remainder of the contingent of infantry and archers that successfully defended the gates against the horde of aberrations. If it is, he doesn't sound to be beating a collected retreat. He sounds like he is coming unglued. We need him to be poised and present.

If it is Arsalan, as the group rushes to us in the courtyard, I will intercept him with a hard grasp of the tunic or leathers on his chest. With a subtle gesture I infuse my words with arcana to aid the man in reclaiming his cool. "Get your most powerful priest here. And now. We have not a moment to spare. Afterward, lead your people on an orderly retreat to the eastern wall and prepare for exodus if this doesn't work."

[sblock]Primary Check Diplomacy. Using Suggestion (E) to sub Arcana. + 27. Rolled 13. 40 total.[/sblock]

I quickly reveal my plan to Saerie. "I'm hopeful that between my mastery of Arcane magic, their divine sponsorship, and your newly found primal powers we can create a ritual powerful enough to send these Far Realm mists back from whence they came!"
 
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I'm hoping that this is the voice of Arsalan Khosa and he is leading the remainder of the contingent of infantry and archers that successfully defended the gates against the horde of aberrations. If it is, he doesn't sound to be beating a collected retreat. He sounds like he is coming unglued. We need him to be poised and present.

If it is Arsalan, as the group rushes to us in the courtyard, I will intercept him with a hard grasp of the tunic or leathers on his chest. With a subtle gesture I infuse my words with arcana to aid the man in reclaiming his cool. "Get your most powerful priest here. And now. We have not a moment to spare. Afterward, lead your people on an orderly retreat to the eastern wall and prepare for exodus if this doesn't work."

[sblock]Primary Check Diplomacy. Using Suggestion (E) to sub Arcana. + 27. Rolled 13. 40 total.[/sblock]

I quickly reveal my plan to Saerie. "I'm hopeful that between my mastery of Arcane magic, their divine sponsorship, and your newly found primal powers we can create a ritual powerful enough to send these Far Realm mists back from whence they came!"

The snow-capped, upper boughs of the forest stand out against the grey cast of the sky. The beauty gives way to the ominous green mists as the trees near the ground. This serves as the backdrop for the panicked warriors streaming through. The archers first. Then the infantry. Finally Arsalan Khosan.

The leader does indeed have a bit of a wide-eyed look to him. Death and danger don't unnerve a man like this. Watching one of the soldiers he is responsible for being turned into an abomination, and then having to cut them down...that would rattle even the most battle-hardened veteran.

When you grab him, it takes a moment for your ensorcelled words to remove the glazed-over, thousand yard stare that dominates his visage. He merely nods and starts barking orders to the gathered townsfolk, refugees and the remainder of the force he commands. They uniformly, relatively at least, head for the Eastern gate. The formerly rattled leader grabs a horse from the nearby tent stables and gallops off down the main avenue, toward The House of the Unshackled.

A few minutes later, a different rider approaches on the same horse that Arsalan left on. She doesn't look the part of a robe-swaddled, symbol-toting devout in the slightest. Nor does she look the part of a northerner ready for emergency exodus in the dead of winter. Barefooted with little more than a mundane jerkin, breeches, and a billowing cloak, the old half-elf Farishta Umrani dismounts hastily, flinging her long gray hair as she does.

Wryly she says "...it appears we have something of an emergency..." She pulls her sleeves up and stares at the oncoming mists.

Not all the townsfolk took their leave of the present crisis. Saerie feels a weight press against her as Sadia rushes to her and clings to her hip.




Mechanics

[sblock]Your Diplomacy - Suggestion - has won you the services of the high preistess of Erathis. She comes with a + 24 Religion check for your ritual efforts.

We are going to handle the resolution of the conflict in a Dungeon World type manner.

Level + 6 (27) Group Check (Otthor's Arcana, Farishta's Religion, Saerie's Nature).

- If 2/3 pass only the Medium DC, you guys will earn 1 success but you will also earn a complication. If you get 4 successes before you fail, you succeed.

- if 2/3 pass the High DC, you guys will succeed in banishing/destroying the mists.

- You guys can use 1 Secondary Skill check throughout the course of this (same skill you are augmenting the primary check but it is at the Medium DC) to augment one of the checks on that turn.

- if 2/3 fail to achieve the Medium DC, you guys fail. You do not possess the power to banish/destroy the mists at this point and major story fallout will occur.

We will be going to Dungeon World, and you and the townsfolk will be attacked by the mists. You'll have to Defy Danger (Con) with a 6- meaning your characters are taking their Last Breath. The twonsfolk will have to Defy Danger (just roll 2d6). 10 + and they get away. 6- and 1/2 of them are mutated. 7-9 and 1/4 of them will be mutated. Regardless, we'll be in a major combat with your Dungeon World characters in the middle fo Giliad's Rest against a new horde of townsfolk turned mutates and mists that are overwhelming the city![/sblock]
 

Here is my revised Dungeon World Saerie with The Perilous Wilds rules for followers, journeys, and Rangers:

Saerie Woodwalker
Level 9 Elven Ranger
Animal Eyes, Wild Hair, Cape, Lithe​

Str: 9 (+0)
Dex: 18 (+3)
Con: 15 (+1)
Int: 13 (+1)
Wis: 18 (+3)
Cha: 8 (-1)

HP: 23/23
Armor: 2
Damage: 1d8

Gear (Load 10/20)

Dungeon Rations (21 uses, 4 wt)
Hunter's Bow (near, far, 1 wt)
Bundle of Ammo (3 Ammo, 1 wt)
Covenant of Winter staff (1 wt)
Elven Shortsword (close, precise, 1 wt)
Elven Longknife (hand, precise, 1 wt)
Elven Chainmail (ignores clumsy, 2 armor, 1 wt)

Alignment (Chaotic): Defeat a Tyrant.

Bonds

Otthor is the finest warrior I have ever been graced to fight alongside. His skill inspires me.
The long, hateful memory of the Winter Fey will trouble us in the future, I am sure of it.
Rawr’s stubbornness is going to get us in trouble someday!
I am bound by solemn oath to protect Sadia.

Moves

Elf: When you undertake a perilous journey through the wilderness and you scout ahead, you succeed as if you rolled a 10+.

Bestial Tattoo: Upon graduation into the Summer Court's rank of elite rangers, a magical tattoo laden with primal magic, is inscribed onto the back of the few newly graduated. I was the only member of my class to survive the trials. I can now speak with and understand animals.

Amulet of Sun’s Protection: The cold don’t hurt. Much. Take + 1 to Defy cold-related Danger.

Hunt and Track (Wis): When you follow a trail of clues left behind by passing creatures, roll+WIS.

✴ 7-9: you follow the creature’s trail until there’s a significant change in its direction or mode of travel.
✴ 10+: you also choose one of the following: a) Gain a useful bit of information about your quarry or b) determine what caused the trail to end

Called Shot: When you attack a defenseless or surprised enemy at range, you can choose to deal your damage or name your target and roll+DEX.

Head
✴ 7-9: They do nothing but stand and drool for a few moments.
✴ 10+: As 7–9, plus your damage
Arms
✴ 7-9: They drop anything they’re holding.
✴ 10+: As 7-9, plus your damage
Legs
✴ 7-9: They’re hobbled and slow moving.
✴ 10+: As 7-9, plus your damage

Camouflage: When you keep still in natural surroundings, enemies never spot you until you make a movement.

Blot Out the Sun: When you volley you may spend extra ammo before rolling. For each point of ammo spent you may choose an extra target. Roll once and apply damage to all targets.

Decades of Experience: Being decades old, you have a wealth of experience. When a character comes to you for advice and you tell them what you think is best, they take +1 forward when following your advice and you mark xp if they do.

Constant Vigilance: You can always roll to stay sharp, even if you are asleep, distracted, or someone else is on watch. If someone else is on watch, you both roll. Only the better result applies.

Animal Companion: You have a supernatural connection with a loyal animal. You can’t talk to it per se but it always acts as you wish it to. Name your animal companion and choose a species:

Rawr
Large Grizzly Bear

Quality +2, Loyalty +3
Damage d8+1 (forceful, messy), HP 16, Armor 1, Load 4

Tags:

* Vicious (+1 damage and messy)
* Warrior (increase damage die)
* Athletic (good at running, jumping, climbing and the like)

Moves:

* Threaten and intimidate
* Trample, break, and wreck stuff

Instinct: Make mischief

Cost: Comfort (cozy quarters, warmth, plenty of food)

Animal Spirit (Lucky): Name and describe the special animal spirit to whom you have bonded. When you summon this animal spirit in the wilderness, roll +Wis. On a 10+, choose three. On a 7-9, choose one.

* Your spirit is cunning and adds +1 when you discern realities.
* Your spirit is your hunting partner and adds +1 when you Hunt and Track.
* Your spirit moralizes you; add + 1d4 when you are healed.
* Your spirit protects you; it adds +1 armor.
* Your spirit loves a good game of fetch. Following combat, your animal spirit always locates 1 expended ammo (add this back to your total).

Magnificent Specimen * 2:
Each time you take this move (up to twice), either increase your animal companion’s Quality by +1 (max +3) or increase both its armor by +1 and its max HP by +4.

Special Trick (Elemental Mastery – Druid): Choose a move from another class. So long as you are working with your animal companion you have access to that move:

Elemental Mastery: When you call on the primal spirits of fire, water, earth or air to perform a task for you roll +Wis.

✴ On a 10+ choose two.
✴ On a 7–9 choose one.
✴ On a miss, some catastrophe occurs as a result of your calling.

- The effect you desire comes to pass
- You avoid paying nature’s price
- You retain control

Edge
Large Dire Wolf

Quality +1, Loyalty +2
Damage d6 (forceful), HP 6, Armor 1, Load 3

Tags:

* Hunt-wise: They know all about hunting. Roll +Quality to Spout Lore about it on your behalf.
* Organized: They make and follow plans well, and work well in a group. Once they agree to a plan, you do not need to Order Followers as long as the plan doesn’t go south.
* Self-sufficient: They can live off the land and roll +Quality to Forage.

Moves:

* Follow quarry by tracks and spoor
* Encircle the prey

Instinct: Avoid danger or punishment.

Cost: Affection - kind words and deeds, quality time and attention.

Covenant of Winter: When you call upon the elemental forces of winter, roll +Con. On a 10+, choose 2. On a 7-9, you pay winter's price and choose 1.

* Rend with ice and sleet.
* Repel with gale-force winds.
* Blot out the sun with snow.

Moon Seer: When you speak the name of your prey and one of the Three Fates appears before you, gestures toward the direction of your quarry, then disappears. When you find your quarry, roll +Wis. On a 10+, hold 2. On a 7-9 hold 1. On a 6-, the fates do not sanction your hunt and are offended by your invocation.

* Your sight pierces your quarry's illusions.
* You can teleport (Near) next to your quarry.
* Your attacks shackle your quarry from dimensional travel.
* You gain insight into a past event your quarry would rather keep secret.



EDIT - Changed last Bond from Giliad's Rest to Sadia.
 

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I quickly reveal my plan to Saerie. "I'm hopeful that between my mastery of Arcane magic, their divine sponsorship, and your newly found primal powers we can create a ritual powerful enough to send these Far Realm mists back from whence they came!"

I call Rawr over to my side and watch him lope up next to me. "We have little choice, my friend. May our magic be strong and the feet of the fleeing be swift."

The formerly rattled leader grabs a horse from the nearby tent stables and gallops off down the main avenue, toward The House of the Unshackled.

A few minutes later, a different rider approaches on the same horse that Arsalan left on. She doesn't look the part of a robe-swaddled, symbol-toting devout in the slightest. Nor does she look the part of a northerner ready for emergency exodus in the dead of winter. Barefooted with little more than a mundane jerkin, breeches, and a billowing cloak, the old half-elf Farishta Umrani dismounts hastily, flinging her long gray hair as she does.

Wryly she says "...it appears we have something of an emergency..." She pulls her sleeves up and stares at the oncoming mists.

Not all the townsfolk took their leave of the present crisis. Saerie feels a weight press against her as Sadia rushes to her and clings to her hip.

I know Farishta. She and I have had many discussions of her faith on walks in the woods. She is the spiritual leader of this community, a powerful cleric whose connection to her goddess Erathis is a force to be reckoned with.

"Your courage is admirable Farishta. I hope your goddess is taking note and lends her own weight in proportion to it."

When I look down and see Sadia grasping my hip and burying her face into it, I find myself exasperated and charmed simultaneously. I bend down and scoop her up and place her on the horse that Farishta rode in on. Without bit, bridle, or saddle, she will have to concentrate mightily on staying atop it. That should quench some of the fear overtaking her. I whisper to the horse to calm it and to communicate my trust in it to keep the girl safe. I'll promise it a bushel of carrots and a thorough brushing as compensation :)

This doesn't have anything to do with destroying the mists, I just want insurance that the horse doesn't rear or bolt with Sadia on it and hurt her. I want it to stay here and we can retreat on it if need be.

[sblock]Insightful Comment (E): + 5 to Diplomacy.

Diplomacy + 16 (+2 Beast) + 5 = 23. Rolled 7. 30.[/sblock]

Once she is up on the horse, I kneel down, one hand on the frost and the stone and one hand touching Rawr's fur, using our powerful primal connection as a conduit to call out to the natural forces of the world. My eyes roll back into my head and an ancient, lost tongue spills forth from me unconsciously. I'm calling the primal spirits of the wind to buffet the mists and the stone to interpose itself between the malevolent vapor and us.

[sblock]Nature + 24. Rolled a 7. 31 just exceeds the level 27 medium DC but falls far short of the high.[/sblock]

I'll let you handle Farishta's rolls throughout this, @Tecklenburg.
 
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A few minutes later, a different rider approaches on the same horse that Arsalan left on. She doesn't look the part of a robe-swaddled, symbol-toting devout in the slightest. Nor does she look the part of a northerner ready for emergency exodus in the dead of winter. Barefooted with little more than a mundane jerkin, breeches, and a billowing cloak, the old half-elf Farishta Umrani dismounts hastily, flinging her long gray hair as she does.

Wryly she says "...it appears we have something of an emergency..." She pulls her sleeves up and stares at the oncoming mists.

I moved to reach up and give her a hand off her horse as she came in so abruptly. With her station-defying attire, her hasty dismount, and flippant quip about our situation, I get an easy read of her nature.

"The human phrase 'appearances can be deceiving' does not apply here, I assure you."

I call Rawr over to my side and watch him lope up next to me. "We have little choice, my friend. May our magic be strong and the feet of the fleeing be swift."

With something resembling fatigued distance and mirth, I look straight into the oncoming death and say to my friend, "...if only I had a glass of wine to raise."

As the merciless green vapors draw ever toward us, I reach for the same strand of magic that kept them at bay during our treacherous jaunt through the valley...only now, I seek to amplify it tenfold!

Further, as we begin, I listen carefully to Farishta's divine invocations. I will weave my own arcane magic to support the prayer she brings to bear.

[sblock]Secondary Skill Religion +24. Rolled 14. 38 passes. +2 for her first Religion check here.

Farishta Primary Skill Religion +24 (+2). Rolled 13. 39 reaches the high DC.

Otthor Primary Skill Arcana +27. Rolled 1. Fails the medium DC.[/sblock]
 

I bend down and scoop her up and place her on the horse that Farishta rode in on. Without bit, bridle, or saddle, she will have to concentrate mightily on staying atop it. That should quench some of the fear overtaking her. I whisper to the horse to calm it and to communicate my trust in it to keep the girl safe. I'll promise it a bushel of carrots and a thorough brushing as compensation :)

This doesn't have anything to do with destroying the mists, I just want insurance that the horse doesn't rear or bolt with Sadia on it and hurt her. I want it to stay here and we can retreat on it if need be.

[sblock]Insightful Comment (E): + 5 to Diplomacy.

Diplomacy + 16 (+2 Beast) + 5 = 23. Rolled 7. 30.[/sblock]

Alright. You won't have any complications in relation to the horse's behavior/reaction to the situation becoming adverse to Sadia and her position atop it.

Once she is up on the horse, I kneel down, one hand on the frost and the stone and one hand touching Rawr's fur, using our powerful primal connection as a conduit to call out to the natural forces of the world. My eyes roll back into my head and an ancient, lost tongue spills forth from me unconsciously. I'm calling the primal spirits of the wind to buffet the mists and the stone to interpose itself between the malevolent vapor and us.

[sblock]Nature + 24. Rolled a 7. 31 just exceeds the level 27 medium DC but falls far short of the high.[/sblock]

As the merciless green vapors draw ever toward us, I reach for the same strand of magic that kept them at bay during our treacherous jaunt through the valley...only now, I seek to amplify it tenfold!

Further, as we begin, I listen carefully to Farishta's divine invocations. I will weave my own arcane magic to support the prayer she brings to bear.

[sblock]Secondary Skill Religion +24. Rolled 14. 38 passes. +2 for her first Religion check here.

Farishta Primary Skill Religion +24 (+2). Rolled 13. 39 reaches the high DC.

Otthor Primary Skill Arcana +27. Rolled 1. Fails the medium DC.[/sblock]

Earthen ramparts erupt from the ground, bulwarking the inner walls. Gale-force winds, made of sterner stuff than those elemental forces that failed to interact with the sentient mists at the summit of the Coldland peak, beat back the tide of the malignant vapors. The two together serve to funnel them into three, horizontal, radiant waves suspended just above the ground, emerging from thin air at Farishta's behest. Sounds of sizzling and a strange keening can be heard when the mists interact with the burning energy of the divine waves of power.

The powerful magics made manifest all at once take a terrible toll on the fabric of reality. Temporal waves ripple outward causing time to seem to distort for those afflicted!

[sblock]Temporal Wave + 24 vs Will.

Farishta. Rolled 13. Hit. Stunned (save ends).

Otthor. Rolled 6. Miss.

Saerie. Rolled 8. Hit. Stunned (save ends).

You guys are going to have to do something about this, because that would mean an auto-failure by 2 of your 3.[/sblock]
 

The powerful magics made manifest all at once take a terrible toll on the fabric of reality. Temporal waves ripple outward causing time to seem to distort for those afflicted!

[sblock]Temporal Wave + 24 vs Will.

Farishta. Rolled 13. Hit. Stunned (save ends).

Otthor. Rolled 6. Miss.

Saerie. Rolled 8. Hit. Stunned (save ends).

You guys are going to have to do something about this, because that would mean an auto-failure by 2 of your 3.[/sblock]

Is this a psychic keyworded effect?

Per Manbearcat
Yup. The temporal wave assails your instinctual understanding of the way time works. Things might seem to slow, stop, or even go backward momentarily!

Having fought off so many Fomorian's Evil Eye attacks in the Feywild and having recently dealt with, and thwarted, such powerful Aboleth enchantments, I've grown resistant to such an assault on my mind! Even before it can assail me, I'm building a mental fortress against it!

[sblock]Dream King (D). Trigger: You are hit by illusion, psychic, or sleep power. Effect. Interrupt. + 4 bonus to defenses vs attack. If milestone today, then UEoYNT.

That would give me sufficient defense to foil the wave.[/sblock]

Blood trickles from my nose as I grit my teeth and bear the terrible wave of time distortion. I place the side of my face directly on the cold stone and whisper to it, urging it to come alive, grasp these unnatural mists, and crush them out of our existence!

[sblock]Primary Check Nature + 24. Going to spend one of my three remaining Healing Surges to use Bonds of Life. It is an appeal to nature to grasp and destroy my enemies. So + 3 to my roll here. Rolled 13. Passes the high DC.[/sblock]
 

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