Game thread

load previous
Jul 3, 2026 2:55 am
Ahead, in the center of the valley, lies an imposing site. A three-hundred-foot tall creature lays prone with its chest torn open and a cracked skull. Scraggly reptilian birds drink blood from the wounds. However, the creature miraculously still clings to life. Its cyclopean eye blinks its burning eyelashes to reveal a changed iris that reflects a new vista; a glimpse into a far off world. It appears to be YOUR world. But another blink reveals a new view of somewhere else.
https://i.imgur.com/FPzn6TT.jpeg
A trumpeting roar blasts close behind you. The fire giant captors have picked up your trail again! You must act fast before your pursuers catch you.

Rolls

Which world is glimpsed - (1d12)

(3) = 3

Jul 3, 2026 9:26 am
"Is this our way out?" asks Da Ak, hopeful but also anxious when hearing what is coming at the survivors.

Fi Dre peers into the scenes shown by the eye for a time, and frowns a little. "If it is, we probably won't be able to chose where we end up." He picks a stone nearby and throws it into the eye, checking the result.
Jul 3, 2026 11:01 am
Stee stands close bye ready to leap at a moments notice"We have to do something and quickly. Those fire giants are on their way."
Jul 3, 2026 2:13 pm
Wisco rushed toward the eye as quick as possible, but stopped quickly when his homeworld blinked out of existence.

"How are we supposed to get home, if it just appears by a blink?" Wisco cries. "We'll be slaughtered before it reappears!"
Jul 3, 2026 6:33 pm
OOC:
Okay, we’ll do it like this:
Roll initiative. If, on your turn you wish to jump in, make a DC 8 Ref save to succeed. Each round, I’ll report which world is visible. If it’s earth, you may rejoin your old life. If not, you’ll start a new life. If you stay too long, you may die. This round, you gain access to Weird Frontiers.
As the great eyelid blinks open again, the vision is a world of deserts; cacti, tumbleweeds, and horseback riders in wide-brimmed hats wielding metal rods that seem to make short bursting explosions.

The draklings react to the party approaching and the stone thrown as a threat and whirl around to attack!

The fire giants are within 3 rounds.
OOC:
Fi Dre does notice that the stone falls through unmolested.

Rolls

Which world - (1d12)

(8) = 8

Initiative - (1d20+5)

(15) + 5 = 20

Jul 3, 2026 6:40 pm
Stee can't believe what he is seeing. How and where the hell are they? Luckily he has no one special to return to so this is about survival if he can't get back to his world.

Rolls

initiative - (1d20)

(12) = 12

Jul 3, 2026 7:59 pm
Slane, Fortune, and Army try to rally as the fire drakes turn on them.

Rolls

Slane Initiative - (1d20)

(9) = 9

Army Initiative - (1d20)

(14) = 14

Fortune Initiative - (1d20-1)

(11) - 1 = 10

Jul 3, 2026 10:31 pm
Jermyn steels his resolve for the final(?) confrontation. If he could just survive this, then he'd be home!

Rolls

Initiative - (1d20)

(19) = 19

Jul 4, 2026 6:03 pm
Fi Dre and Da Ak look at each other for a split second. Whatever one thought the other was thinking, they both decide to jump as soon as they can.

Rolls

Fi Dre's initiative - (1d20)

(14) = 14

Da Ak's initiative - (1d20-2)

(19) - 2 = 17

Jul 6, 2026 6:54 pm
Wisco sees the eye blink again and another strange world appear, but with the Drakelings coming, he feels desperate...maybe it is time to try a life on a new world?

Rolls

Initiative - (1d20+1)

(10) + 1 = 11

Jul 6, 2026 9:50 pm
OOC:
20-Draklings
19-Jermym
17-Da Ak
14-Fi Dre
14-Army
12-Stee
11-Wisco
10-Fortune
9-Slane
OOC:
Post imminent
Jul 6, 2026 11:10 pm
The tiny dragon spawn circle the party and swoop down, working in tandem, two trying to lift one.
OOC:
Fi Dre is now lifted off the ground into the air by the talons of these draklings. Make a Luck check trying to roll under your current score.
Fortune ducks just in time and feels the whoosh of leathery wings just over her head
OOC:
You are all up. You may fight, flee, or fling yourselves into the eye (DC 8 or die). This round it is the wild wild West. I’ll roll again after all your actions.
There are 8 of these draklings. They attack two at a time trying to lift one victim. So, 4 have attacked and the next 4 are readying their swoop.

Rolls

Attack against Fi Dre - (1d20+2)

(8) + 2 = 10

Attack against Fortune - (1d20+2)

(3) + 2 = 5

Jul 7, 2026 2:56 pm
As a herder, Fi Dre is used to handle animals. He attempts to use his knowledge to shake off the talons of the drakling. Failing that, he shakes as much as possible, hoping for the same result.

Da Ak simply jumps, hopefully into the eye, come what may.

Rolls

Fi Dre's Luck roll (vs 11) - (1d20)

(10) = 10

Da Ak's jumping roll (DC8) - (1d20)

(19) = 19

Jul 7, 2026 9:20 pm
Stee seeing another jump into the eye is on the move to jump himself. Any place else has to be better then this place.

Rolls

into the eye (DC8) - (1d20)

(10) = 10

Jul 7, 2026 10:08 pm
Jermyn turns to the eye, ready to get out of this infernal realm. He stops while two others jump before him, and he watches their attempts while rooted in place. Here it is - an escape right in front of him. And yet...

Could he abandon the others so easily? With freedom so close, the choices Jermyn made throughout their ordeal are laid before his conscience. When action was needed, he counseled caution. Gan and Cedric paid the price. Instead of running back to help Magnar when the dwarf fell, he fled to safety. Magnar paid the price.

Passive. Selfish. Cowardly.

Is this who I am, Jermyn thought. Shame filled his limbs like lead as he realized he was about to do it again. Would he even be able to live with himself if he abandoned these people and ran to a world not his own? Or would he always suspect, in the secret chambers of his heart, that others might yet live if he just grit his teeth and fought for something?

Jermyn turns and brandishes his club, dashing forward with a battle cry to attack the one of the wyrmlings carrying Fi Dre off.
Last edited July 7, 2026 10:09 pm

Rolls

Club - (1d20+1)

(11) + 1 = 12

Jul 8, 2026 12:54 am
Wisco winced and took a deep breath in. Even though the eye didn't show home. It showed some type of escape. He just hoped it was somewhere nicer than where he was.

He dived into the eye hoping for safety and relief from this world that he was currently in.

Rolls

Death Save, Into the Eye - (1d20)

(12) = 12

Jul 8, 2026 7:14 am
Stew, Wisco, and Da Ak successfully leap into the cyclopean eye and feel the heat shift from humid to dry and their bodies shift from weightless to weighted again. They roll to a stop on the sandy dirt.

Jermyn makes contact with one of drake’s which swooped on Fi Dre but the dwarf herdsman was lifted into the air nonetheless. He shook and wriggled and was finally let loose. But the height was too great and his fall was too much for his stout body.
OOC:
Jermyn may roll damage.
And now you all know that a 12 will hit so you may just roll dmg if you attack and get at least that.
Morphling’s 3 are up.
The eye looks ready to blink…
Jul 8, 2026 5:18 pm
OOC:
Rolling damage...

Rolls

Club damage - (1d4+1)

(2) + 1 = 3

Jul 8, 2026 8:15 pm
Slane figures that anywhere would be better than this, and she doesn't particularly want to go back to her own world where she will be made a slave again. She leaps for the portal.

Army and Fortune do their best to fend off the drakes!

Rolls

Jump check for Slane - (1d20)

(3) = 3

Fortune Dagger Attack - (1d20+2)

(2) + 2 = 4

Potential Damage - (1d4+2)

(2) + 2 = 4

Army Hammer Attack - (1d20)

(18) = 18

Potential Damage - (1d4)

(2) = 2

Jul 8, 2026 9:02 pm
Jermyn kills the drakling that sunk its claws into Fi Dre. A revenge if not a rescue.

Army takes a chance with his hammer as the winged nuisance swoops to grab at him. He finds purchase and destroys its claw. Fortune was, well, less fortunate as that swing missed its mark.

Slane leaps as the eye blinks and is crushed by the enormous eyelids rending half of her body in the Wild West and the other half…
OOC:
same roll, same world for one more round.
Jermyn, Army, Fortune remain in the fight.
The nightmare continues with the next grouping of draklings swoop in seeking new prey. Fortune is spared but Jermyn is hoisted into the air.
OOC:
Make a Luck check for Jermyn. Roll under or die. With Luck at 2, only a natural 1 will suffice.

Rolls

Where to now? - (1d8)

(8) = 8

Draklings attack on Fortune - (1d20+2)

(5) + 2 = 7

Draklings attack on Jermyn - (1d20+2)

(13) + 2 = 15

load next

You do not have permission to post in this thread.