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ID: LfzRDkDq/qst/6244669#6254409
6/7/2025, 10:35:25 PM
Rolled 14, 15, 19, 14, 9, 14, 19, 3, 18, 14, 14, 5, 7 = 165 (13d20)
>>6254407
18: success!
You leap up high and to the side, throwing yourself forward hands and face first and into a tumble. Your grimace to see your fancy new duds all dirtied-up by the steppe soil, but the wolf-pelt’s sheer fluffiness absorbs no small amount of the impact. You’re able to right yourself swiftly, and to turn around just in time to catch sight of your assailant… Sort of.
Much of the tubular, crimson body of the slimy, serpentine thing is still under the ground, but what juts out of the earth is like… Well, like a thick rope of intestine from some heretofore unknown race of giants, complete with a wide-open sphincter of a face. Its passage is lubricated by a glistening slime which shimmers faintly with arcane energy in to your mage-sense, and as its circular mouth (?) widens as if to taste the air, you catch the sight of crackling electricity sparking between multiple misaligned spikes like crude teeth.
“ZZ, I don’t think that’s the hundun!”
“No, seriously, what the actual fuck?!”
You don’t waste time or breath speculating about the true identity of this overgrown earthworm. Instead, you hurl your dagger forward with a flick of your wrist, then bring both hands to bear upon the cylindrical haft of the rad-saber. You tap the rune, murmur the proto-dwarven word for ‘awaken’, and the golden ray of heavenly energy explodes from the top and takes the vague shape of a sword’s blade.
“Charge!”
3d20 Swordsmanship for ZZ. 1d20 for CZ’s spear. Auto-success for Xoldur’s athletics to rescue his sister and get her to the rest of you. 6d20 for An-Yii’s medical check, with Dura’s Potioncraft/Herbalism aid to revive her. 3d20 for Yeb-Uit’s Archery.
>>6254407
18: success!
You leap up high and to the side, throwing yourself forward hands and face first and into a tumble. Your grimace to see your fancy new duds all dirtied-up by the steppe soil, but the wolf-pelt’s sheer fluffiness absorbs no small amount of the impact. You’re able to right yourself swiftly, and to turn around just in time to catch sight of your assailant… Sort of.
Much of the tubular, crimson body of the slimy, serpentine thing is still under the ground, but what juts out of the earth is like… Well, like a thick rope of intestine from some heretofore unknown race of giants, complete with a wide-open sphincter of a face. Its passage is lubricated by a glistening slime which shimmers faintly with arcane energy in to your mage-sense, and as its circular mouth (?) widens as if to taste the air, you catch the sight of crackling electricity sparking between multiple misaligned spikes like crude teeth.
“ZZ, I don’t think that’s the hundun!”
“No, seriously, what the actual fuck?!”
You don’t waste time or breath speculating about the true identity of this overgrown earthworm. Instead, you hurl your dagger forward with a flick of your wrist, then bring both hands to bear upon the cylindrical haft of the rad-saber. You tap the rune, murmur the proto-dwarven word for ‘awaken’, and the golden ray of heavenly energy explodes from the top and takes the vague shape of a sword’s blade.
“Charge!”
3d20 Swordsmanship for ZZ. 1d20 for CZ’s spear. Auto-success for Xoldur’s athletics to rescue his sister and get her to the rest of you. 6d20 for An-Yii’s medical check, with Dura’s Potioncraft/Herbalism aid to revive her. 3d20 for Yeb-Uit’s Archery.
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