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Daggerheart Dungeon Crawler Experiment

Necrorifter

Lord of the Death and the Wanderer of the Reality.
Joined
Nov 2, 2021
Messages
10,049
Likes received
14,996
Link to Daggerheart System

This is just my solo game in an attempt to test how to write a dungeon crawler with the Daggerheart system without the use of a map in QQ.

With two players, I, as a GM, start with 2 Fear. I will keep track of my Fear here.

Fear: 3

Class (Domains): Warrior (Blade and Bone)
Name: Necro
Pronouns: He/Him
Heritage (Community and Ancestry): Ridgeborne Drakona
Subclass: Call of the Slayer
Level: 1
iu

Evasion: 9
Armor:

Agility: 0
  • Sprint
  • Leap
  • Maneuver
Strength: +2
  • Lift
  • Smash
  • Grapple
Finesse: -1
  • Control
  • Hide
  • Tinker
Instinct: +1
  • Perceive
  • Sense
  • Navigate
Presence: 0
  • Charm
  • Perform
  • Deceive
Knowledge: 0
  • Recall
  • Analyze
  • Comprehend

Damage & Health
Add your current level to your damage thresholds.
Minor Damage (Mark 1 HP) -> 8 -> Major Damage (Mark 2 HP) -> 17 -> Severe Damage (Mark 3 HP)

HP: 6/6/12
Stress: 6/6/12
Hope: 2/6 (Spend a Hope to use an experience or help an ally.)

Hope Feature:
  • No Mercy: Spend 3 Hope to gain a +1 bonus to your attack rolls until your next rest.

Experience: Incredible Strength +2, Sellsword +2

Active Weapons
Proficiency: 1/6
Primary
  • Name: Greatsword, Trait & Range: Strength Melee, Damage Dice & Type: d10+3 phy, Two-Handed, Feature: Massive: −1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result.
Secondary
  • Name: None, Trait & Range: None, Damage Dice & Type: None, Feature: None

Active Armor
  • Name: Full Plate Armor, Base Thresholds: (8 / 17), Armor Score: 4, Feature: Very Heavy: −2 to Evasion; −1 to Agility

Inventory
  • Torch (useful for illuminating a dark room)
  • 50 feet of rope (useful for climbing a wall or rappelling down a cliff)
  • Basic supplies (tent, bedroll, tinderbox, rations, etc.)
  • Your choice of a Minor Health Potion (clear 1d4 Hit Points)

Gold
  • Handfuls: 1/10
  • Bags: 0/10
  • Chest: 0/1

Class Feature
  • Attack of Opportunity: If an adversary within Melee range attempts to leave that range, make a reaction roll using a trait of your choice against their Difficulty. Choose one effect on a success, or two if you critically succeed:
    • They can't move from where they are.
    • You deal damage to them equal to your primary weapon's damage.
    • You move with them.
  • Combat Training: You ignore burden when equipping weapons. (Normal rule is that you can only either wield a two-handed primary weapon, or a one-handed primary weapon and a one-handed secondary weapon. However, this allows you to have a two-handed weapon in primary and either a two-handed or a one-handed secondary weapon, and vice versus.) When you deal physical damage, you gain a bonus to your damage roll equal to your level.

Cards
  • Community, Ridgeborne:
    • Steady: You have advantage on rolls to traverse dangerous cliffs and ledges, navigate harsh environments, and use your survival knowledge.
  • Ancestry, Drakona
    • Scales: Your scales act as natural protection. When you would take Severe damage, you can mark a Stress to mark 1 fewer Hit Points.
    • Elemental Breath: Choose an element for your breath (such as electricity, fire, or ice). You can use this breath against a target or group of targets within Very Close range, treating it as an Instinct weapon that deals d8 magic damage using your Proficiency.
  • Subclass, Call of the Slayer
    • Slayer: You gain a pool of dice called Slayer Dice. On a roll with Hope, you can place a d6 on this card instead of gaining a Hope, adding the die to the pool. You can store a number of Slayer Dice equal to your Proficiency. When you make an attack roll or damage roll, you can spend any number of these Slayer Dice, rolling them and adding their result to the roll. At the end of each session, clear any unspent Slayer Dice on this card and gain a Hope per die cleared.
  • Domains, Blade and Bone
    • Not Good Enough
      • Level 1 Blade Ability
      • Recall Cost: 1
      • When you roll your damage dice, you can reroll any 1s or 2s.
    • Whirlwind
      • Level 1 Blade Ability
      • Recall Cost: 0
      • When you make a successful attack against a target within Very Close range, you can spend a Hope to use the attack against all other targets within Very Close range. All additional adversaries you succeed against with this ability take half damage.
 
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GM IC: It was dark in the dungeon that Necro had reached, only barely illuminated by the flickering torch in his hand. Upon reaching a stone door at the bottom of the stairs, he heard noise clattering behind the door. A very small goblin dungeon that he took up as his contract.
 
Last edited:
GM IC: It was dark in the dungeon that Necro had reached, only barely illuminated by the flickering torch in his hand. Upon reaching a stone door at the bottom of the stairs, he heard noise clattering behind the door. A very small goblin dungeon that he took up as his contract.

Necro IC: The darkness does not fear him as he feels the weight of the trusty greatsword on his back, a weapon that carried him through many battles. The local village paid him to eliminate this dungeon infested with goblins. He inspects the red potion by his hip, ensuring it is secured for emergency use. He drew up his greatsword, prepared to charge through the door if need be, but first, he would inspect to see if he could identify the clatter and how much noise there was.

Necro OOC: I want to roll to see how many... I assume it is goblins making the noise.
 
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Necro IC: The darkness does not fear him as he feels the weight of the trusty greatsword on his back, a weapon that carried him through many battles. The local village paid him to eliminate this dungeon infested with goblins. He inspects the red potion by his hip, ensuring it is secured for emergency use. He drew up his greatsword, prepared to charge through the door if need be, but first, he would inspect to see if he could identify the clatter and how much noise there was.

Necro OOC: I want to roll to see how many... I assume it is goblins making the noise.

GM OOC: Please, roll for Instinct check. The Difficulty is 10.
 
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Just copying this from a Pokemon game and see what happens when we throw this girl in a dungeon. :D
By the way, Necrorifter is my husband in real life and can you believe he didn't invite me to play his game!

Drawbacks
  • Silenced: You cannot communicate verbally.
  • Scared: When encounter pokemon that is not your starter, the GM gains a Fear.

Class (Domains): Rogue (Midnight & Grace)
Name: Elisa
Pronouns: She/her
Heritage (Community and Ancestry): ? and Human
Subclass: Syndicate
Level: 1
Experience: 0/10

Evasion: 13
Armor: 3/3

Agility: 5
  • Sprint
  • Leap
  • Maneuver
Strength: 1
  • Lift
  • Smash
  • Grapple
Finesse: 4
  • Control
  • Hide
  • Tinker
Instinct: 3
  • Perceive
  • Sense
  • Navigate
Presence: 1
  • Charm
  • Perform
  • Deceive
Knowledge: 0
  • Recall
  • Analyze
  • Comprehend

Damage & Health
Every 10th level, add one to your damage thresholds.
Minor Damage (Mark 1 HP) -> 5 -> Major Damage (Mark 2 HP) -> 11 -> Severe Damage (Mark 3 HP)

HP: 6/6/12
Stress: 8/8/12
Hope: 2/6 (Spend a Hope to use an experience or help an ally.)

Hope Feature:
  • Rogue's Dodge: Spend 3 Hope to gain a +2 bonus to your Evasion until the next time an attack succeeds against you. Otherwise, this bonus lasts until your next rest.

Experience: City Navigation +2, Wood-Fu +2, Survival +4, Parkour +6, Mechanic +4, Stealth +4

Active Weapons
Proficiency: 1/6
Primary
  • Wooden Kick: Strength Melee d6+4 phy, One-Handed, Detachable Leg: You can throw Leg to strike a distant foe. Use this statistic, Finesse Close d10. If you fail, you will suffer a -4 penalty to your Evasion as your wooden leg becomes damaged and must rest to be repaired, removing this condition.
Secondary
  • Small Dagger: Finesse Melee d8 phy, One-Handed, Paired: +2 to primary weapon damage to targets within Melee range.

Active Armor
  • Name: Gambeson Armor, Base Thresholds (5 / 11), Armor Score: 3, Feature: Flexible: +1 to Evasion
  • Warehouse Key (A magical key that turns any door into a Warehouse Door. It will always return to you, fully restored, at Rest if ever lost, stolen, damaged, or destroyed.)
  • Regular Bag
  • PokéGear (Can be muted, have flashlight, time, map, and phone functions among others.)
  • Pokédex (Used to scan Pokémon and reveal information, as well as track which ones you already encountered)
  • Basic supplies (tent, bedroll, tinderbox, rations, etc.)
  • Potion (clear 1d2 Hit Points)
  • 1x Poké Ball (Roll with disadvantage against Pokémon's difficulty - (missing HP + current conditions))
Gold
  • Handfuls: 1/10
  • Bags: 0/10
  • Chest: 0/1

Class Feature
  • Cloaked: Any time you would be Hidden, you are instead Cloaked. In addition to the benefits of the Hidden condition, while Cloaked you remain unseen if you are stationary when an adversary moves to where they would normally see you. After you make an attack or end a move within line of sight of an adversary, you are no longer Cloaked.
  • Sneak Attack: When you succeed on an attack while Cloaked or while an ally is within Melee range of your target, add a number of d6s equal to your tier to your damage roll.
    • Level 1 → Tier 1
    • Levels 2–4 → Tier 2
    • Levels 5–7 → Tier 3
    • Levels 8–10 → Tier 4

Cards
  • Community: Seaborne
    • Know the Tide: You can sense the ebb and flow of life. When you roll with Fear, place a token on your community card. You can hold a number of tokens equal to your level. Before you make an action roll, you can spend any number of these tokens to gain a +1 bonus to the roll for each token spent. At the end of each session, clear all unspent tokens.
  • Ancestry: Human
    • High Stamina: Gain an additional Stress slot at character creation.
    • Adaptability: When you fail a roll that utilized one of your Experiences, you can mark a Stress to reroll.
  • Subclass: Syndicate
    • Spellcast Trait: Finesse
    • Foundation Feature:
      • Well-Connected: When you arrive in a prominent town or environment, you know somebody who calls this place home. Give them a name, note how you think they could be useful, and choose one fact from the following list:
        • They owe me a favor, but they'll be hard to find.
        • They're going to ask for something in exchange.
        • They're always in a great deal of trouble.
        • We used to be together. It's a long story.
        • We didn't part on great terms.
  • Domains
    • Inspirational Words
      • Level 1 Grace Ability
      • Recall Cost: 1
      • Your speech is imbued with power. After a long rest, place a number of tokens on this card equal to your Presence. When you speak with an ally, you can spend a token from this card to give them one benefit from the following options:
        • Your ally clears a Stress.
        • Your ally clears a Hit Point.
        • Your ally gains a Hope.
      • When you take a long rest, clear all unspent tokens.
    • Pick And Pull
      • Level 1 Midnight Ability
      • Recall Cost: 0
      • You have advantage on action rolls to pick nonmagical locks, disarm nonmagical traps, or steal items from a target (either through stealth or by force).
Perks
  • Survival training (Experience: Survival +4) (Quest: 0/20)
  • Free running (Experience: Parkour +4) (Quest: 0/20)
  • Mechanic (Experience: Mechanic +4) (Quest: 0/10)
  • Blend in (Experience: Stealth +4) (Quest: 0/20)
Build: Athlete
Athletes forego a buff physique with rippling biceps in favor of lean muscle, agility, and flexibility. They can't lift as much as a Bodybuilder, but easily run circles around them. Athletes are much more suited for hit-and-run tactics, staying mobile and out of the line of fire. Compared to Bodybuilders, an Athletes will take much less of a licking before they stop ticking.

Abilities
  • 2 Strength (+2 to Strength)
  • 1 Endurance (+1 to Stress)
  • 3 Speed (+3 to Agility)
  • 2 Dexterity (+2 to Finesse)
  • 2 Sense (+2 to Instinct)
Perks
  • 2 Flexibility (+2 to Finesse)
  • Evercleansed (+1 to Presence)
Elisa is a smart, cheerful, and independent 18-year-old girl who typically wears shorts and a T-shirt or whatever casual clothes. She is from Goldenrod City in Johto, near the sea, where her parents worked and built their own home. She loved swimming there, but it has been hard since her leg injury. She has never been able to talk - her family took her to multiple doctors, but they all agreed on the cause being genetic defects. However, she has adapted by learning sign language from a tutor; she is also very good at communicating in different ways, such as gesturing, writing, etc. She can somehow write extremely fast, but still legibly.

Four years ago, while out on her first Pokémon Journey with Piplup (who she calls Pip) into Route 37 just right before Ecruteak City, she encountered an enraged Growlithe. As a result, Elisa and Pip barely escaped with her leg burnt to the point of needing to be amputated, while one of Pip's flippers is permanently crippled. She now has a wooden prosthetic leg. The following physical and mental therapy took about four years before she was ready to head out of her home city.

However, she is still traumatized by her experience and afraid of Pokémon other than her own, but she will try to overcome her fear. After feeling brave enough to go outside again, to get adjusted to her new leg, she walked all around town and became an expert at navigating, learning all the streets and alleyways. She also became good at blending in because she wanted to appear normal and not let her disability get in her way. In addition, she doesn't stand out much because she never became notable in the world of Pokémon. She has no problem protecting herself - she can use her prosthetic leg to kick people or even remove it and throw it like a javelin, although she needs something to lean against.

Elisa is better at street smarts than book smarts. Spending a lot of time outside, she learned basic survival skills during her recovery. She can make friends with almost anyone, including those who are considered "shady" - they taught her skills like picking locks. She spent most of her time and energy on adjusting to her new physical challenges; all her walking turned into running, and she became fast enough to beat all the people, even athletic, healthy, noncrippled adults. She even learned parkour through her shady night friends. However, she fell behind in academics due to the fact that the majority of it involved Pokémon that she is terrified of. When she is not outside, she takes after her parents - since she was little, she has also been good at tinkering with things and learned to make a few simple gadgets. She hopes to be able to use them someday, but they still have a few glitches. The one nice thing she's made so far is a wooden Pokeball for Pip. Other than that, she is a good friend and always encouraging and supportive.

Everything changed on her 18th birthday, the day she planned to head out, not for herself but to help out with her little sister, Caroline, on her Pokemon Journey, even if she was still afraid of encounter pokemon. It was the day she suddenly woke up from a dream that was her existence, to realize that she was a person from another world. It was a bizarre experience to have, when, rather than waking up from a dream, it was like she woke up into a dream. To have a dual set of memories clashing with each other and merged with her older, otherworldly self, taking dominance over her younger self, all in a instance. Otherworldly power fills her body, a key in her pocket makes itself aware, promising powers if she but opens a way.

She has a pet penguin with her. <3
 
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[Rolling in Progress.]

Necro OOC: Okay, rolling for Instinct. Can I use Steady from my community, Ridgeborne? Does listening for this kind of thing fit survival knowledge?

[DICEROLL]{"post":12023928,"id":1}[/DICEROLL]
 
Last edited:
Just copying this from a Pokemon game and see what happens when we throw this girl in a dungeon. :D
By the way, Necrorifter is my husband in real life and can you believe he didn't invite me to play his game!

Drawbacks
  • Silenced: You cannot communicate verbally.
  • Scared: When encounter pokemon that is not your starter, the GM gains a Fear.

Class (Domains): Rogue (Midnight & Grace)
Name: Elisa
Pronouns: She/her
Heritage (Community and Ancestry): ? and Human
Subclass: Syndicate
Level: 1
Experience: 0/10

Evasion: 13
Armor: 3/3

Agility: 5
  • Sprint
  • Leap
  • Maneuver
Strength: 1
  • Lift
  • Smash
  • Grapple
Finesse: 4
  • Control
  • Hide
  • Tinker
Instinct: 3
  • Perceive
  • Sense
  • Navigate
Presence: 1
  • Charm
  • Perform
  • Deceive
Knowledge: 0
  • Recall
  • Analyze
  • Comprehend

Damage & Health
Every 10th level, add one to your damage thresholds.
Minor Damage (Mark 1 HP) -> 5 -> Major Damage (Mark 2 HP) -> 11 -> Severe Damage (Mark 3 HP)

HP: 6/6/12
Stress: 8/8/12
Hope: 2/6 (Spend a Hope to use an experience or help an ally.)

Hope Feature:
  • Rogue's Dodge: Spend 3 Hope to gain a +2 bonus to your Evasion until the next time an attack succeeds against you. Otherwise, this bonus lasts until your next rest.

Experience: City Navigation +2, Wood-Fu +2, Survival +4, Parkour +6, Mechanic +4, Stealth +4

Active Weapons
Proficiency: 1/6
Primary
  • Wooden Kick: Strength Melee d6+4 phy, One-Handed, Detachable Leg: You can throw Leg to strike a distant foe. Use this statistic, Finesse Close d10. If you fail, you will suffer a -4 penalty to your Evasion as your wooden leg becomes damaged and must rest to be repaired, removing this condition.
Secondary
  • Small Dagger: Finesse Melee d8 phy, One-Handed, Paired: +2 to primary weapon damage to targets within Melee range.

Active Armor
  • Name: Gambeson Armor, Base Thresholds (5 / 11), Armor Score: 3, Feature: Flexible: +1 to Evasion
  • Warehouse Key (A magical key that turns any door into a Warehouse Door. It will always return to you, fully restored, at Rest if ever lost, stolen, damaged, or destroyed.)
  • Regular Bag
  • PokéGear (Can be muted, have flashlight, time, map, and phone functions among others.)
  • Pokédex (Used to scan Pokémon and reveal information, as well as track which ones you already encountered)
  • Basic supplies (tent, bedroll, tinderbox, rations, etc.)
  • Potion (clear 1d2 Hit Points)
  • 1x Poké Ball (Roll with disadvantage against Pokémon's difficulty - (missing HP + current conditions))
Gold
  • Handfuls: 1/10
  • Bags: 0/10
  • Chest: 0/1

Class Feature
  • Cloaked: Any time you would be Hidden, you are instead Cloaked. In addition to the benefits of the Hidden condition, while Cloaked you remain unseen if you are stationary when an adversary moves to where they would normally see you. After you make an attack or end a move within line of sight of an adversary, you are no longer Cloaked.
  • Sneak Attack: When you succeed on an attack while Cloaked or while an ally is within Melee range of your target, add a number of d6s equal to your tier to your damage roll.
    • Level 1 → Tier 1
    • Levels 2–4 → Tier 2
    • Levels 5–7 → Tier 3
    • Levels 8–10 → Tier 4

Cards
  • Community: Seaborne
    • Know the Tide: You can sense the ebb and flow of life. When you roll with Fear, place a token on your community card. You can hold a number of tokens equal to your level. Before you make an action roll, you can spend any number of these tokens to gain a +1 bonus to the roll for each token spent. At the end of each session, clear all unspent tokens.
  • Ancestry: Human
    • High Stamina: Gain an additional Stress slot at character creation.
    • Adaptability: When you fail a roll that utilized one of your Experiences, you can mark a Stress to reroll.
  • Subclass: Syndicate
    • Spellcast Trait: Finesse
    • Foundation Feature:
      • Well-Connected: When you arrive in a prominent town or environment, you know somebody who calls this place home. Give them a name, note how you think they could be useful, and choose one fact from the following list:
        • They owe me a favor, but they'll be hard to find.
        • They're going to ask for something in exchange.
        • They're always in a great deal of trouble.
        • We used to be together. It's a long story.
        • We didn't part on great terms.
  • Domains
    • Inspirational Words
      • Level 1 Grace Ability
      • Recall Cost: 1
      • Your speech is imbued with power. After a long rest, place a number of tokens on this card equal to your Presence. When you speak with an ally, you can spend a token from this card to give them one benefit from the following options:
        • Your ally clears a Stress.
        • Your ally clears a Hit Point.
        • Your ally gains a Hope.
      • When you take a long rest, clear all unspent tokens.
    • Pick And Pull
      • Level 1 Midnight Ability
      • Recall Cost: 0
      • You have advantage on action rolls to pick nonmagical locks, disarm nonmagical traps, or steal items from a target (either through stealth or by force).
Perks
  • Survival training (Experience: Survival +4) (Quest: 0/20)
  • Free running (Experience: Parkour +4) (Quest: 0/20)
  • Mechanic (Experience: Mechanic +4) (Quest: 0/10)
  • Blend in (Experience: Stealth +4) (Quest: 0/20)
Build: Athlete
Athletes forego a buff physique with rippling biceps in favor of lean muscle, agility, and flexibility. They can't lift as much as a Bodybuilder, but easily run circles around them. Athletes are much more suited for hit-and-run tactics, staying mobile and out of the line of fire. Compared to Bodybuilders, an Athletes will take much less of a licking before they stop ticking.

Abilities
  • 2 Strength (+2 to Strength)
  • 1 Endurance (+1 to Stress)
  • 3 Speed (+3 to Agility)
  • 2 Dexterity (+2 to Finesse)
  • 2 Sense (+2 to Instinct)
Perks
  • 2 Flexibility (+2 to Finesse)
  • Evercleansed (+1 to Presence)
Elisa is a smart, cheerful, and independent 18-year-old girl who typically wears shorts and a T-shirt or whatever casual clothes. She is from Goldenrod City in Johto, near the sea, where her parents worked and built their own home. She loved swimming there, but it has been hard since her leg injury. She has never been able to talk - her family took her to multiple doctors, but they all agreed on the cause being genetic defects. However, she has adapted by learning sign language from a tutor; she is also very good at communicating in different ways, such as gesturing, writing, etc. She can somehow write extremely fast, but still legibly.

Four years ago, while out on her first Pokémon Journey with Piplup (who she calls Pip) into Route 37 just right before Ecruteak City, she encountered an enraged Growlithe. As a result, Elisa and Pip barely escaped with her leg burnt to the point of needing to be amputated, while one of Pip's flippers is permanently crippled. She now has a wooden prosthetic leg. The following physical and mental therapy took about four years before she was ready to head out of her home city.

However, she is still traumatized by her experience and afraid of Pokémon other than her own, but she will try to overcome her fear. After feeling brave enough to go outside again, to get adjusted to her new leg, she walked all around town and became an expert at navigating, learning all the streets and alleyways. She also became good at blending in because she wanted to appear normal and not let her disability get in her way. In addition, she doesn't stand out much because she never became notable in the world of Pokémon. She has no problem protecting herself - she can use her prosthetic leg to kick people or even remove it and throw it like a javelin, although she needs something to lean against.

Elisa is better at street smarts than book smarts. Spending a lot of time outside, she learned basic survival skills during her recovery. She can make friends with almost anyone, including those who are considered "shady" - they taught her skills like picking locks. She spent most of her time and energy on adjusting to her new physical challenges; all her walking turned into running, and she became fast enough to beat all the people, even athletic, healthy, noncrippled adults. She even learned parkour through her shady night friends. However, she fell behind in academics due to the fact that the majority of it involved Pokémon that she is terrified of. When she is not outside, she takes after her parents - since she was little, she has also been good at tinkering with things and learned to make a few simple gadgets. She hopes to be able to use them someday, but they still have a few glitches. The one nice thing she's made so far is a wooden Pokeball for Pip. Other than that, she is a good friend and always encouraging and supportive.

Everything changed on her 18th birthday, the day she planned to head out, not for herself but to help out with her little sister, Caroline, on her Pokemon Journey, even if she was still afraid of encounter pokemon. It was the day she suddenly woke up from a dream that was her existence, to realize that she was a person from another world. It was a bizarre experience to have, when, rather than waking up from a dream, it was like she woke up into a dream. To have a dual set of memories clashing with each other and merged with her older, otherworldly self, taking dominance over her younger self, all in a instance. Otherworldly power fills her body, a key in her pocket makes itself aware, promising powers if she but opens a way.

She has a pet penguin with her. <3
GM OOC: Welcome to the game. I adjusted the encounter for extra PC, but your sheet is already overblown quite a bit, so this likely will be trivial for you, but if I adjust any harder, there is a risk of Necro himself dying here. =/ Go ahead and describe how Elisa ended up here.
 
[Rolling in Progress.]

Necro OOC: Okay, rolling for Instinct. Can I use Steady from my community, Ridgeborne? Does listening for this kind of thing fit survival knowledge?
GM OOC: Yes, go ahead and add advantage to your roll. Try to ensure you include everything so we can keep the roll to one post next time.
 
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Elisa wakes up in front of the dungeon and she's like
GM OOC: Welcome to the game. I adjusted the encounter for extra PC, but your sheet is already overblown quite a bit, so this likely will be trivial for you, but if I adjust any harder, there is a risk of Necro himself dying here. =/ Go ahead and describe how Elisa ended up here.
Girl power 💪 yeah Elisa just wakes up in front of the entrance of the dungeon and she's like "the heeeeeeeeck what is this place" but she's on her guard because she's spent a lot of time on the streets kicking butt.
 
[Rolling in Progress.]

Necro OOC: Okay, rolling for Instinct. Can I use Steady from my community, Ridgeborne? Does listening for this kind of thing fit survival knowledge?

[DICEROLL]{"post":12023928,"id":1}[/DICEROLL]
OOC GM: Alright, you already beat the Difficulty with a combination of 3 + 10 + 6 for 19. However, your Fear die of 10 is higher than your Hope die of 3, so I gain a Fear to use in the future for the story or perhaps in combat.

IC GM: Necro can tell that there are at least 10 goblins, perhaps twice that, behind the door. Before he can prepare anything, he hears a shout behind him.

Elisa wakes up in front of the dungeon and she's like

Girl power 💪 yeah Elisa just wakes up in front of the entrance of the dungeon and she's like "the heeeeeeeeck what is this place" but she's on her guard because she's spent a lot of time on the streets kicking butt.
The reverb echoes throughout the dungeon as the clatter behind the door falls silent.

GM OOC: What will the two of you do?
 
Elisa wakes up in front of the dungeon and she's like

Girl power 💪 yeah Elisa just wakes up in front of the entrance of the dungeon and she's like "the heeeeeeeeck what is this place" but she's on her guard because she's spent a lot of time on the streets kicking butt.

OOC GM: Alright, you already beat the Difficulty with a combination of 3 + 10 + 6 for 19. However, your Fear die of 10 is higher than your Hope die of 3, so I gain a Fear to use in the future for the story or perhaps in combat.

IC GM: Necro can tell that there are at least 10 goblins, perhaps twice that, behind the door. Before he can prepare anything, he hears a shout behind him.


The reverb echoes throughout the dungeon as the clatter behind the door falls silent.

GM OOC: What will the two of you do?
Necro OOC: Oh come on, you made this a lot harder for me! Now, goblins definitely know we are here! Whatever, just remember they are strong in numbers, and they definitely have that in spades.

As a Drakona, I have elemental breath, and I will prepare that to roast the whole bunch of goblins into roasted green meat!

Necro IC: Necro widened his eyes as he regained composure thank to his experience in dealing with ambush and traps in his previous battle as sellswords, he was not expecting a... human woman who didn't seem like she was a fighter... is that a wooden leg? Where does she come from? How does she approach him without him noticing? An assassin? Shadow magic? What is with that weird clothing fashion? He shook his head as he turned his focus back to the door, his chest rumbling as the sensation of heat built up in his chest in anticipation of what was about to go down.

"I don't know who you are, but you took away my element of surprise. If you do not want to fight for your life, I suggest you get back up the stairs and out of here... fast... Those green beasts have taste for women and not your kind of fun. Trust me."
 
"Uh...hi. Where the heck are we? Who are you? My name's Elisa. I mean, I don't know what's going on, but I'm actually a pretty good fighter. I'll help you take on those baddies."
 
"Uh...hi. Where the heck are we? Who are you? My name's Elisa. I mean, I don't know what's going on, but I'm actually a pretty good fighter. I'll help you take on those baddies."
GM OOC: Please make sure you add your character name and IC/OOC before your section for clarification, as well as reply/quote others so we can see if you are latest or behind us in posting in order to cover each other if we miss new posts that can change how we respond. This is a reminder for the next time. Thank you.
 
"Uh...hi. Where the heck are we? Who are you? My name's Elisa. I mean, I don't know what's going on, but I'm actually a pretty good fighter. I'll help you take on those baddies."
Necro IC: Necro shook his head. He burst through the door, unleashing his flaming breath on the largest cluster of goblins.
 
Necro IC: Necro shook his head. He burst through the door, unleashing his flaming breath on the largest cluster of goblins.
GM IC: Necro charges in and sees about 16 goblins charge in, throwing and lunging their wooden spears.

GM OOC: Since this is an ambush event, I will gain 2 Fear, and they will spotlight first. I will spend one of Fear to perform a shared attack from all of them on Necro. This is done with negative 2, as goblins are not that strong.

[DICEROLL]{"post":12025534,"id":0}[/DICEROLL]

GM IC: All of the goblins manage to miss their attack as their spears flew by or bounced off Necro's tough scales.
 
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GM OOC: Please make sure you add your character name and IC/OOC before your section for clarification, as well as reply/quote others so we can see if you are latest or behind us in posting in order to cover each other if we miss new posts that can change how we respond. This is a reminder for the next time. Thank you.
me ooc: :p
 
GM OOC: Please make sure you add your character name and IC/OOC before your section for clarification, as well as reply/quote others so we can see if you are latest or behind us in posting in order to cover each other if we miss new posts that can change how we respond. This is a reminder for the next time. Thank you.

[Roll-in-Progress]​


GM IC: Necro charges in and sees about 16 goblins charge in, throwing and lunging their wooden spears.

GM OOC: Since this is an ambush event, I will gain 2 Fear, and they will spotlight first. I will spend one of Fear to perform a shared attack from all of them on Necro. This is done with negative 2, as goblins are not that strong.

[DICEROLL]{"post":12025534,"id":0}[/DICEROLL]
Elisa takes off her wooden leg and throws it at the nearest goblin.
 
GM IC: Necro charges in and sees about 16 goblins charge in, throwing and lunging their wooden spears.

GM OOC: Since this is an ambush event, I will gain 2 Fear, and they will spotlight first. I will spend one of Fear to perform a shared attack from all of them on Necro. This is done with negative 2, as goblins are not that strong.

[DICEROLL]{"post":12025534,"id":0}[/DICEROLL]

GM IC: All of the goblins manage to miss their attack as their spears flew by or bounced off Necro's tough scales.

[Roll-in-Progress]


Necro OOC: I will roll for attack and damage.
[DICEROLL]{"post":12025657,"id":0}[/DICEROLL]
 

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