Chapter 1 - Leaving Dunova

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Mar 12, 2024 12:20 pm
"Could an old lady like you protect yourself, let alone a pretty, young catch like myself?"

Olivia eyed Jezlyn up. She didn’t wear a face of disgust, but rather of genuine morbid curiosity. Clearly, even so, she didn’t trust her protection as far as she could throw the old lady. Given her diminutive size, it wasn’t far.

"I recommend you make whatever it is you’re doing here quick, though. The lady with the spear didn’t look like she wanted to hang around."
Mar 12, 2024 6:01 pm
"We came to find out what shot us down, prevent it happening again on the way out," Strong Ail says. "Though right now I'm more interested in getting back before they leave us behind, thinking us dead."
Mar 13, 2024 12:38 pm
"So they aimed the big beam at you lot? I had wondered what they were doing with that. If you want to put a stop to that there’s some kinda control panel over there."

Olivia points southeast, past the central building.

"Not sure the boss lady is going to want you to mess with it though. Beyond that the slope is less steep, but getting there’s too dangerous for me."
Mar 14, 2024 1:06 pm
"Sounds like that's our destination." Velisse looked at her three companions who had a clear objective in mind.
Mar 15, 2024 3:15 am
Jezlyn nods. "Yep. Can't get out of here until we disable what brought us down. Danger or not, we need to head there. If you're too scared, young miss, then I guess we'll be parting ways here."
Mar 15, 2024 1:18 pm
After bidding Olivia a goodbye, and watching the girl set off with a lot of the same pace she had before, the group travels further toward the central building. You all notice that the closer you get, the more you can feel magic pulsing from it. It gives you the sense of something alive, like a beating heart. More than that, though, you notice that a lot of the scenery around you is more in tact than before.

The large blocks of obsidian appear more like buildings than stray rubble. The carved symbols have more regular form, and seem to shift and change if you stare at them for too long. You can even make out some buildings here and there, although their purpose is unfathomable. The knights seem more intact the closer you come to the central building as well. No longer ruined, they carry heavy weapons and face outwards in case anyone comes down into the crater.

Turning aside and heading in the direction Olivia had indicated, you find a narrow ally. At the end of it is a slope where the ceiling has caved in. No one has noticed it, not yet.
OOC:
I added some notes on my plan for dungeons, before we go in could I check if the reference makes sense? I can add more detail if preferred!

https://i.imgur.com/rcBEmvB.png

Dropping down into the area below, the party find themselves in a claustrophobic tunnel. The rooms seem fairly regular, but there are a few floors to the place. You can hear water dripping in the distance, and the occasional growl of something lurking in the shadows. Aside from Liv, it's clear to see that no one has been in these tunnels for quite some time. Who knows what was left behind, or left to wait for unwary travellers?
OOC:
So we have eight "moves" to be shared among us. It doesn't have to be 2 per person if inspiration strikes, but give everyone enough of a chance to have at least 1!
Remaining Moves: 3 / 8
Enemies and Adversaries: 1 / 4
Treasure and Exploration: 1 / 4
Environmental Hazards: 2 / 4

Mar 18, 2024 4:42 pm
Strong Ail moves carefully ahead, his hammer ready for any monster waiting in their path.
OOC:
Will make a move at the Enemies and Advesaries clock. Rolled a Might + Might, but let me know if I should change my roll.

Will use a Fabula point, invoking my Circus Strongman Trait to reroll both dice.
Last edited March 18, 2024 4:45 pm

Rolls

MIGHT + MIGHT - (1d10+1d10)

(3) + (1) = 4

Fabula Point - (1d10+1d10)

(10) + (3) = 13

Mar 18, 2024 11:42 pm
OOC:
Very cool map and I love the list of moves and hazards and such. Quick question, I still have two status effects since we haven't had a chance to rest yet. Are we sure we want to go down into this dungeon without resting?
Mar 19, 2024 2:52 pm
OOC:
Good point, I have only one status effect, but still some minor HP damage from our previous fight.
Mar 19, 2024 2:56 pm
OOC:
We do have the options of healing items and the like, although there is the option to stop and rest before going into the dungeon though. (Even if we've had 1 roll, we can always put a pin in it for now)
Mar 22, 2024 1:33 pm
Velisse knew exactly what she was good for, and did not hesitate to forge ahead. She made sure to keep any enemy at bay, and if it came to physical obstacles that needed brute strength, she was there to do the heavy lifting.
OOC:
1 clock advance for Enemies, Mig+Dex i think, and 1 clock advance for Hazards, Mig+Mig, if any are of a physical nature.

Rolls

Mig+Dex - (1d10+1d8+1)

(1) + (3) + 1 = 5

Mig+Mig - (1d10+1d10)

(5) + (3) = 8

Mar 22, 2024 5:42 pm
Pinion is cautious but curious as he makes his way through . . .

Rolls

Environmental Hazards; Guessing Ins+Mig? - (1d10+1d6)

(4) + (6) = 10

Treasure and Exploration Ins+Ins - (1d10+1d10)

(4) + (6) = 10

Mar 23, 2024 10:39 am
"Keep your eyes peeled. Who knows what is down here..." Jezlyn scans her surroundings.
OOC:
I'll go with Enemies and Adversaries. Let me know which attributes.

Rolls

Enemies and Adversaries - (1d10+1d8)

(1) + (8) = 9

Mar 23, 2024 11:40 am
Moving through the underground tunnel takes longer than the group expected. Ail and Velisse prioritise safety, leading the group at a slower pace while keeping their eyes out for dangers and hazards. They mostly come in the form of skittish monsters; bats and bugs, or fallen blocks and piles of rubble that need shifting.

While they go, Pinion keeps his eye out for things of interest. He finds various parts left behind by whoever built this place, though their nature isn't like anything he's seen. He also comes across coins and other evidence that suggest this place hasn't had a proper search for quite some time, and the hazards that go with it.

After what feels like an hour but was probably far less, the group feel themselves move onto an ascending slope and they see threads of sunlight poking in at them from far away.
OOC:
For Enemies and Adversaries, I'd suggest either [Wlp+Mig] (if going for a combat/intimidate route) or [Dex+Ins] (If going for a stealthy route.)
Remaining Moves: 0 / 8
Enemies and Adversaries: 3 / 4
Treasure and Exploration: 2 / 4
Environmental Hazards: 2 / 4

Mar 23, 2024 6:37 pm
OOC:
Strong Ail uses his last move to check off Enemies and Advesaries.

Rolls

MIGHT + WIP - (1d10+1d8)

(7) + (7) = 14

Mar 24, 2024 7:23 am
"I feared more resistance to be honest," Velisse grunted as she took another swing at the oversized spider that crossed their path, but the vermin were more elusive than she could hazard with her greatsword. At least the rubble was stationary enough for her to heft where the need arose.
OOC:
Posting for narrative. I already made both my (not very good) rolls.
Mar 27, 2024 1:04 pm
Satisfied, for the moment, that there were no immediate dangers, Jezlyn looks about for any artifacts or equipment she could study or make use of.

Rolls

INSIGHT - INSIGHT - (2d8)

(46) = 10

Mar 30, 2024 10:02 am
Still Velisse forged ahead. What she couldn't hit she made up for in bravado, advancing menacingly in order to signal to the lesser creatures, approach at your own risk!
OOC:
I'll roll the last roll then, for Enemies and Adversaries, to intimidate.

Rolls

Wlp + Mig - (1d8+1d10+1)

(4) + (2) + 1 = 7

Mar 30, 2024 11:05 pm
Carrying on through the ruins, the group manage to avoid or scare away the worst of the monsters. As for the hazards, they find most easily avoided. Those they don't, they have to tough through to try and make it to the other side. A few take the forms of slopes they have to scramble up, while others are tight walls they have to pass through. It's slow going, and everyone wonders how Olivia seemed to have made it so easily.

Eventually, though, the group emerges in a circular room. It has a high ceiling, lit by the strange pulsing obsidian blocks. Murals cover the walls, depicting creatures of immense strength and angels floating over the heads of humans and holding their hands as though they would lift them away. The entire place has a sombre mood, made darker by the dust and damage of time.

At the far side, opposite the crack in the wall Velisse lead the group through, is a door. The door looks to be made of some kind of metal, and draws the eye with a faint warmth. Whatever is behind it has attracted the attention of the local monsters, and they seem to have taken this room as a nest. So far, only a pair of spiders remain, and they haven't noticed the group yet.
OOC:
For the environmental damage, everyone should roll [Dex + Ins].
- 7+ means 6 damage.
- 10+ means 4 damage.
- 13+ means 2 damage.

For the treasure, you have a choice between;
- 4D6 x 5 Zenit or 4D6 x 10 Zenit's worth of project materials.
- 1D4 Accessories or 1D6+4 IP to share between the group.
Mar 31, 2024 5:00 am
OOC:
Rolling. For treasure, maybe accessories?

Rolls

DEXTERITY - INSIGHT - (1d10, 1d8)

1d10 : (9) = 9

1d8 : (3) = 3

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