GM Ridge's "Throne of Night" (Inactive)

Game Master Ridge

It has been over two centuries since the dwarves had a proper kingdom of their own, but what was lost can be reclaimed, what was broken can be reforged.

If the sons and daughters of stone are brave, cunning, and strong enough, they may yet craft a new kingdom over the old. They may yet claim a Throne of Night.


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Coat of Arms Ranger 3 | HP 33/33 | AC 17 (13t 14ff)| CMB +6 CMD 19 | +6 fort +6 ref +2 will | +5 init +7 perc +9 stealth |Loot Tracker

Ulfgar is happy to be going on an extended trip from the town as he has ever been one to be in the fields or forest away from the city.

Up front scouting ahead he'll try to spot trouble before it spots them.

stealth(1): 1d20 + 5 ⇒ (2) + 5 = 7
perception(1): 1d20 + 6 ⇒ (10) + 6 = 16

stealth(2): 1d20 + 5 ⇒ (12) + 5 = 17
perception(2): 1d20 + 6 ⇒ (10) + 6 = 16

stealth(3): 1d20 + 5 ⇒ (1) + 5 = 6 apparently day? 3 he is neither stealthy or observant. I'm blaming Kragg and his excellent spirits :)
perception(3): 1d20 + 6 ⇒ (1) + 6 = 7

stealth(4): 1d20 + 5 ⇒ (14) + 5 = 19
perception(4): 1d20 + 6 ⇒ (8) + 6 = 14

stealth(5): 1d20 + 5 ⇒ (16) + 5 = 21
perception(5): 1d20 + 6 ⇒ (11) + 6 = 17

While scouting he keeps his bow in hand, also watching for ways to supplement the dinner fare and conserve rations.

survival(1): 1d20 + 7 ⇒ (15) + 7 = 22 follow the trail
survival(1): 1d20 + 6 ⇒ (11) + 6 = 17 foraging

survival(2): 1d20 + 7 ⇒ (19) + 7 = 26 follow the trail
survival(2): 1d20 + 6 ⇒ (14) + 6 = 20 foraging

survival(3): 1d20 + 7 ⇒ (8) + 7 = 15 follow the trail
survival(3): 1d20 + 6 ⇒ (5) + 6 = 11 foraging

survival(4): 1d20 + 7 ⇒ (15) + 7 = 22 follow the trail
survival(4): 1d20 + 6 ⇒ (6) + 6 = 12 foraging

survival(5): 1d20 + 7 ⇒ (11) + 7 = 18 follow the trail
survival(5): 1d20 + 6 ⇒ (5) + 6 = 11 foraging


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Without the forge portion of the smithy built yet, Kragg gives basic instructions to his apprentices for minor work and maintenance till he returns. Mainly this will be storage of materials and procuring orders from others so that when he returns they have a full complement of work to do.

As for preparations Kragg switches out deathwatch for comprehend languages and. Makes sure all of his gear is resting as comfortably on his aged shoulders as possible. He stays near the back with Anka as they match out letting the younger and more adventuresome, Hannarr for example, move ahead to lead the way.

Perception 1d20 + 4 ⇒ (17) + 4 = 21
Perception 1d20 + 4 ⇒ (6) + 4 = 10
Perception 1d20 + 4 ⇒ (4) + 4 = 8
Perception 1d20 + 4 ⇒ (18) + 4 = 22


Male AC 19, Fort +9, Ref +5, Will +7 HP 40

Dolgrin stays in the middle, better to move to assist his kin in either direction.


Male Dwarf Wizard (Conjurer) 3 | HP: 21/21 | Init. +2 | AC 12/T12/F10 | CMD 12 | Fort +2/Ref +3/Will +6 | Perception +6 | Sense Motive +5

Modnar visits his group of arcane trainees shortly after the dwarves decide to journey beyond Fasturvalt.

"I will be going away for a while, as my comrades and I explore deeper into Azathyr. While I am absent, I believe you should focus on honing your skills with the transmutation cantrips. In particular, mastery of mage hand and message should be your goal for when I return. I look forward to seeing your progress soon."

Will save vs. Spell: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28

The wizard looks sharply at his students before turning to depart. "Don't think I don't know who just attempted to daze me, Frelin-sits-in-back."

-----

Modnar shoulders his pack again, dipping a bit beneath its weight. Has this short a time not on the road already softened me?

Modnar will probably position himself in front of Anka, well behind the front lines.

Perception: 1d20 + 5 ⇒ (16) + 5 = 21
Perception: 1d20 + 5 ⇒ (19) + 5 = 24
Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Perception: 1d20 + 5 ⇒ (18) + 5 = 23
Perception: 1d20 + 5 ⇒ (18) + 5 = 23


Male Dwarf |Bard(Archaeologist) 3| HP 27 AC 17(T13/FF14) |CMB +4; CMD 17 | Saves Fort +3, Ref +6, Will +3 | Initiative +3, Perception +7, Sense motive +0, Bluff +3, Diplomacy+9

With a resigned sigh Hannarr allows himself to be moved forward to assist Ulfgar with the forward scouting, covering the younger dwarf with bow pointed into darkness as Ulfgar focuses on spoting tracks.

So marching order seems to be Ulfgar and Hannarr leading a little ahead with stealth. Dolgrin and Mondar in the 2nd rank. Anka and Kragg pulling up the rear.

Hannarr's Stealth 1: 1d20 + 6 ⇒ (5) + 6 = 11
Hannarr's Stealth 2: 1d20 + 6 ⇒ (12) + 6 = 18
Hannarr's Stealth 3: 1d20 + 6 ⇒ (4) + 6 = 10


Once more the party heads into the frontier that is the Upper Azathyr. Each of the dwarves leaves some advice or even directions for the gnomes they've left behind, but while some of them may worry, many of the party find themselves feeling a thrill at once more exploring. And why should they not? They walk in a land that was once the birthright of their kind, and while every moment could be a danger, discovery awaits!

The first week is rather uneventful, some interesting rocks of pink hue (By Dark Vision no less) are found interlaced with some marble, but the significance or use is hard to say. Now and then, trickles of water can be found resupplying you if you need it, though food as always is tricky. A little hunting was needed to supplment your mushroom rations, but by now you know how to find some of the edible creatures and lichen if you must.

Then, the next day, in what would be the morning were you surface side, as you travel the hard flat stone pathway, you see two drops before you, each roughly twenty feet , making it something akin to a starway.

But it is the view that truly startles you. You have rounded the corner to get here, and see the largest cavern you have ever known. Most of the Azathyr you've been really has no weather, there are no seasons, but before you, the Fungal Jungle shows clearly that it at least has weather. As big as you thought some of the mushrooms were in Fastervault's mushroom field, they are nothing as compared to this.

Some of the stalks are the size of surface side redwoods as the mushrooms rises up into actual clouds of mist that drip and drizzle below. Something in the slight glow of the many spores and fungus actually enhances your dark vision allowing you to see further than ever before, and what was limited to black and white now shines with odd shades of purples, blues and reds here and there as well!

Your dark vision is doubled in the Fungal Jungle

You can a stream cutting before it, but Ulfgar and Hannar, even from here, notice a natural stair case of sorts just before the second twenty foot drop that would plunge into the stream.

And Ulfgar finds something else, a skeleton, probably months old, of an ogre. It's been picked clean, but by what predator or scavenger, he can't say.


Coat of Arms Ranger 3 | HP 33/33 | AC 17 (13t 14ff)| CMB +6 CMD 19 | +6 fort +6 ref +2 will | +5 init +7 perc +9 stealth |Loot Tracker

Ulfgar walks back to the other after letting out a long whistle when the cavern opens up to the horizon.

"As big as the things are, you could make a whole house out of 'em, forget wagon wheels....There is a natural staircase going down ahead but you need to be aware that at least one ogre has made his way into this area. I found his bones ahead, they are picked clean but it has been a while; I can't tell whether it dies of natural causes or a predator."

"Keep your heads up, the forest can hide many things, and usually at least one or two of them would just as soon eat you. My academic friends don't forget this."


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Kragg hears the report and while he trusts Ulfgar he needs to see the sight with his own eyes. Coming towards the edge Kragg just stands there staring at the sight before him. Ulfgar, you are right. Each of those trees is a house or more unto itself. Why even a 1 of those mushrooms could house more tan 1 family. At multiple levels they could house small clans. I had never dreamed of this expanse beneath our feet. My parents never told me about this place. I wonder if they took another path to get to the surface or this has grown in the over century since they traveled.

Looking at the others as the ogre bones are identified, Perhaps there is a connection to the surface nearby. A predator caught him as he explored inside some cave and that explains his remains. I would prefer that than knowing a group of ogres lives down here as well.

After about 30 minutes of looking Kragg is able to peel his eyes away and follow the others down stairs when they are ready.


Female Dwarf (Deep Delver) Magus (Bladebound) 3 [ HP: 25/25 | AC: 14/18 T: 11 FF: 13/17 | F: +4 R: +2 W: +3 | Init: +1 Perc: +2/Darkvision 90' | Effects: none]

Today's spells:
Cantrips: Acid Splash, Flare, Mage Hand, Spark
1st level: Expeditious Retreat x2, Shield
GM Ridge, are Knowledge (Dungeoneering) check still going to be appropriate for here, or would we revert back to Knowledge (Nature)?

Some of Anka's previous disease from the lands above seems to return, though mitigated slightly by the truly phenomenal vista spread before them


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

After you Ulfgar. Where do you think we should begin to look around with such an vast expanse? Just start here closest to the stairs so we know what is near by rather than dive in quickly and get surrounded.

Assuming exploration rules in effect from kingmaker as we explore each hex 1 by 1 to find out what is there? If so I am fine with nominating 1 person to do the decision making for exploration. Ulfgar, you ok with that and are the rest ok as well? Input always given but to move things along have him post it.


Male Dwarf |Bard(Archaeologist) 3| HP 27 AC 17(T13/FF14) |CMB +4; CMD 17 | Saves Fort +3, Ref +6, Will +3 | Initiative +3, Perception +7, Sense motive +0, Bluff +3, Diplomacy+9

Hannarr takes a moment to inspect the ogre remains. Kragg's musing had piqued his curiosity, and he wants to see if he can tell if this was an ogre from the surface, or one adapted to life underground.

Know dungeoneering or local: 1d20 + 6 ⇒ (15) + 6 = 21

No objections from me...Ulfgar's got the highest survival; makes sense for him to take point on the exploration and any rolls required therein


Coat of Arms Ranger 3 | HP 33/33 | AC 17 (13t 14ff)| CMB +6 CMD 19 | +6 fort +6 ref +2 will | +5 init +7 perc +9 stealth |Loot Tracker

I'm OK with it, going to assume we are at 'I' (Hex 1217), waiting on the other to chime in for the moment.


Female Dwarf (Deep Delver) Magus (Bladebound) 3 [ HP: 25/25 | AC: 14/18 T: 11 FF: 13/17 | F: +4 R: +2 W: +3 | Init: +1 Perc: +2/Darkvision 90' | Effects: none]

Back now. I can definitely see Ulfgar as being the most reasonable choice for making the exploration rolls.

At Kragg's query, Anka pauses from her assessment of the potential threats around them to raise a questioning eyebrow as she too glances in Ulfgar's direction.


Coat of Arms Ranger 3 | HP 33/33 | AC 17 (13t 14ff)| CMB +6 CMD 19 | +6 fort +6 ref +2 will | +5 init +7 perc +9 stealth |Loot Tracker

Turning to answer Kragg .. "With the remains of the Ogre down below, we would do well to explore the area surrounding the bottom of the stairway moving out from their. The last thing we want to do is need to make a fast getaway and find something nasty located here at the only way we know to go back 'home' I'd say we spend a couple-three days making sure this area is safe and then progress following the stream.

"Besides if we take our time and aren't threatening to the locals outside of those that are openly hostile to anything in the area, we stand a chance to meet them. And generally water, especially if navigable, creates trade and settlements can generally be found along waterways. Unless we find roads we stand a good chance of becoming lost in the trackless depths of the forest. For now I'm suggesting we follow the water."

He looks to the others for their input....

Ridge, looking at the exploration rules it appears that it takes three days for the exploration of a single hex - to clear them for our safety. Gonna roll three perception and survival checks. Let me know what else you need please

Day 1
stealth: 1d20 + 5 ⇒ (12) + 5 = 17
perception: 1d20 + 6 ⇒ (6) + 6 = 12
survival: 1d20 + 6 ⇒ (2) + 6 = 8 +1 if follow tracks bonus applies

Day 2
stealth: 1d20 + 5 ⇒ (6) + 5 = 11
perception: 1d20 + 6 ⇒ (7) + 6 = 13
survival: 1d20 + 6 ⇒ (14) + 6 = 20 +1 if follow tracks bonus applies

Day 3
stealth: 1d20 + 5 ⇒ (4) + 5 = 9
perception: 1d20 + 6 ⇒ (15) + 6 = 21
survival: 1d20 + 6 ⇒ (7) + 6 = 13 +1 if follow tracks bonus applies


Knowledge Dungeonering is highly reccomended to use to answer your question but feel free to use Kn Nature a good roll might help regardless

Quote:
Hannarr takes a moment to inspect the ogre remains. Kragg's musing had piqued his curiosity, and he wants to see if he can tell if this was an ogre from the surface, or one adapted to life underground.

It is hard for Hannarr to be sure, but it appears to him that this Ogre has some different grooves in its skull compared to the ones he used to, and larger eye sockets. It could be even more adjusted for underground living as he suspects. And that means it could have a tribe of its own down here. Hopefully its nomadic as well as solitary.

Time passess, you set up watch and camp on the great steps before the Fungal Jungle between investigations.

Modnar:
You dream, again, and once more this one is a magical sending by Mysta,
"You've all been busy. And a victory over the drow? A foot hold below? I can't say its not productive. The path you took has closed in, and I'm not sure we can open it again without causing a bigger collapse, so searching the lands you're in not just for Dammerhall, but for a way back the surface becomes a must," there is a pause, "I know some of your friends concern themselves with how a sudden rush of dwarves might overwhelm the deep gnomes, but I must remind you that your first priority IS our race. Remember, Modnar, we are a people being crushed ourselves, we can't afford too much soft heartedness if it becomes a choice between our prosperity and someone else. At least, that is how I see it."
That message sent, the dream sending fades.

It is on the third day of investigation when Ulfgar finds the culprits that are most likely behind that ogre bones being picked clean. While investigating one of the walls/steps, he realizes something is clambering up them effortlessly, two somethings, cave scorpions!

Currently those things are 40 feet away roughly, but moving, even at a climb fast. Ulfgar's perception prevented surprise so initatives everyone


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Init 1d20 + 1 ⇒ (14) + 1 = 15 alerted to the presence of the cave scorpions Kragg takes the opportunity to cast a spell calling upon Zuth's power to bless the group. Send your bleesing upon us to defeat these creatures so that we may further your goals quickly and efficiently.


Male Dwarf |Bard(Archaeologist) 3| HP 27 AC 17(T13/FF14) |CMB +4; CMD 17 | Saves Fort +3, Ref +6, Will +3 | Initiative +3, Perception +7, Sense motive +0, Bluff +3, Diplomacy+9

Initiative: 1d20 + 3 ⇒ (18) + 3 = 21

Hannarr exhales in surprise at the sheer size of the bugs clambering over the rocks towards them, and resolves to not be their next meal...
Round 1 action will depend on initiative order


Coat of Arms Ranger 3 | HP 33/33 | AC 17 (13t 14ff)| CMB +6 CMD 19 | +6 fort +6 ref +2 will | +5 init +7 perc +9 stealth |Loot Tracker

"Scorpions! Get ready everyone, think I know what happened to gruesome back there."

initiative: 1d20 + 5 ⇒ (3) + 5 = 8

Reaching for his hammer, He makes ready for a deadly dance.


Female Dwarf (Deep Delver) Magus (Bladebound) 3 [ HP: 25/25 | AC: 14/18 T: 11 FF: 13/17 | F: +4 R: +2 W: +3 | Init: +1 Perc: +2/Darkvision 90' | Effects: none]

Initiative: 1d20 + 1 ⇒ (3) + 1 = 4...


Init for the scorpions while we wait for the others :) 1d20 ⇒ 16


Male Dwarf Wizard (Conjurer) 3 | HP: 21/21 | Init. +2 | AC 12/T12/F10 | CMD 12 | Fort +2/Ref +3/Will +6 | Perception +6 | Sense Motive +5

Initiative: 1d20 + 2 ⇒ (13) + 2 = 15

Modnar tightens his grip on his family hammer as he snaps a hissing dart of acid at the incoming scorpions.

Ranged Touch, with Bless: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d6 + 1 ⇒ (6) + 1 = 7


Male AC 19, Fort +9, Ref +5, Will +7 HP 40

init: 1d20 ⇒ 19

Dolgrin draws his Axe and Shield and prepares for battle.

For Dammerhall!


Round 1:
Hannarr 21
Dolgrin 19
Scorpions 16 (Probably going to eat you all)
Kragg 15 (Plans to cast bless)
Modnar 15 (Will attempt to cast acid)
Ulfgar 8
Anka 4


Male Dwarf |Bard(Archaeologist) 3| HP 27 AC 17(T13/FF14) |CMB +4; CMD 17 | Saves Fort +3, Ref +6, Will +3 | Initiative +3, Perception +7, Sense motive +0, Bluff +3, Diplomacy+9

Round 1
Hannarr snaps off an arrow at the lead scorpion then puts as much distance between him and the approaching bugs as he can.

Swift action: activate archaeologists luck
Standard action: Short bow: 1d20 + 5 ⇒ (7) + 5 = 12; dmg: 1d6 + 2 ⇒ (4) + 2 = 6
Move action: move 20' away from scorpions


Male AC 19, Fort +9, Ref +5, Will +7 HP 40

Dolgrin advances on the Scorpions, trying to attract their attention.

20' move and total defense. AC is 22


Hannar backs away, and fires, shooting one of the scorpions as it zips right up the large ledge, had he not backed away, it would no doubt be on him! The arrow embedded in its side seems to have made it furious, and not having its target of preference, it lashes out at the nearby Ulfgar, claws and stinger all a storm of activity.

To hit claw #1: 1d20 + 2 ⇒ (4) + 2 = 6
dmg if that hits: 1d4 ⇒ 3

To hit claw #2: 1d20 + 2 ⇒ (8) + 2 = 10
dmg if that hits: 1d4 ⇒ 2

Tail sting 1d20 + 2 ⇒ (5) + 2 = 7
dmg if that hits: 1d4 ⇒ 2

Ulfgar weaves and avoids the claws, the stinger threatening to tear his armor but not making it.

Dolgrin gets his wish, as he stands in front of the other and draws its attention... and its wrath
To hit claw #1: 1d20 + 2 ⇒ (17) + 2 = 19
dmg if that hits: 1d4 ⇒ 3

To hit claw #2: 1d20 + 2 ⇒ (5) + 2 = 7
dmg if that hits: 1d4 ⇒ 1

Tail sting 1d20 + 2 ⇒ (8) + 2 = 10
dmg if that hits: 1d4 ⇒ 4

But his prudent defense keeps the vermin from laying a single blow on him with only one claw even getting close! The paladin holds fast, and untouched.

Kragg calls forth the power of his god, and all feel a sort of warmth, not so different from a really good shot of cider in the blood, fill them, and actually guide their aim.

Indeed, Modnar finds his aim slightly improved and manages to hit the scorpion on Dolgrin with acid that sputters and burns its hide.

Ulfgar and Anka are up.


Coat of Arms Ranger 3 | HP 33/33 | AC 17 (13t 14ff)| CMB +6 CMD 19 | +6 fort +6 ref +2 will | +5 init +7 perc +9 stealth |Loot Tracker

Ulfgar takes a step back swinging his hammer to build up speed before bringing it to bear on the overgrown scorpion attacking him and the group.

move action 5'step back
attackPower attack with MWK lucerne hammer

Kneecapper(MWK lucerne hammer): 1d20 + 5 ⇒ (9) + 5 = 14
damage if a hit: 1d12 + 7 ⇒ (7) + 7 = 14


With a hearty crunch, Ulfgar's foe crumples dead!

Anka is up


Female Dwarf (Deep Delver) Magus (Bladebound) 3 [ HP: 25/25 | AC: 14/18 T: 11 FF: 13/17 | F: +4 R: +2 W: +3 | Init: +1 Perc: +2/Darkvision 90' | Effects: none]

Going to keep the previous day's spells...
Today's spells:
Cantrips: Acid Splash, Flare, Mage Hand, Spark
1st level: Expeditious Retreat x2, Shield

Seeing an opening, Anka charges the survivng scorpion. Unfortunately, even her rapid enscorcelment of her blade cannot counter the detriment of her haste as her blow swings wide.

Swift action; expend an Arcane Pool to enhance her axe.
Move action; charge surviving cave scorpion!
Warax attack: 1d20 + 4 + 1 + 2 ⇒ (4) + 4 + 1 + 2 = 11...


Male Dwarf |Bard(Archaeologist) 3| HP 27 AC 17(T13/FF14) |CMB +4; CMD 17 | Saves Fort +3, Ref +6, Will +3 | Initiative +3, Perception +7, Sense motive +0, Bluff +3, Diplomacy+9

Hannarr keeps moving, skirting around the edge of the rocky slope to get a clear shot at the scorpion engaged with Anka and Dolgrin

Round 2
Move action: move up to 20' to get a clear shot on the last scorpion
Standard action: shoot the scorpion (-4 for firing into melee included)Short bow: 1d20 + 6 + 1 - 4 ⇒ (19) + 6 + 1 - 4 = 22; Dmg: 1d6 + 2 ⇒ (5) + 2 = 7


The last scorpion is badly wounded by Hannar's next well placed shot, but it is still in the fight, and apparently too stupid to even think of retreat.

R2 Dolgrin is up


Male AC 19, Fort +9, Ref +5, Will +7 HP 40

Dolgrin attacks the Scorpion Axe: 1d20 + 6 ⇒ (4) + 6 = 10 but misses.


The wounded Scorpion evades Dolgrin's axe, and again claws and tail strike out in a flurry.

To hit claw #1: 1d20 + 2 ⇒ (5) + 2 = 7
dmg if that hits: 1d4 ⇒ 2

To hit claw #2: 1d20 + 2 ⇒ (4) + 2 = 6
dmg if that hits: 1d4 ⇒ 3

Tail Sting: 1d20 + 2 ⇒ (16) + 2 = 18
Dmg:1d4 ⇒ 1

Dolgrin's armor and natural skill keep the claws from landing, but then the tail stabs him in the leg.

Fort save DC 12 needed, Dwarf bonus vs poison applies if failed, lose str 1d2 ⇒ 1

Kragg and Modnar up


Male AC 19, Fort +9, Ref +5, Will +7 HP 40

Fortitude: 1d20 + 10 ⇒ (15) + 10 = 25 Dolgrin grits his teeth from the pain of the stinger but his hardy Dwarven constitution resists the poison.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Not wishing to expend another spell as it seems the scorpion is almost finished Kragg simply moves aside and tries to hit it with a fire bolt to end the threat. After the threat is over then Kragg will worry about healing those that may need it.

The holy symbol of Zuth flashes and this time a bolt of flame shoots out at the scorpion. Yet with the commotion and scrum in front of him his aim is terrible and far off its mark.

Ranged touch 1d20 + 2 ⇒ (7) + 2 = 9


Coat of Arms Ranger 3 | HP 33/33 | AC 17 (13t 14ff)| CMB +6 CMD 19 | +6 fort +6 ref +2 will | +5 init +7 perc +9 stealth |Loot Tracker

If the scorpion is still moving and in range

Ulfgar adjust his footing moving to confront the large creature and set up a flank for Dolgrin or Anka if possible.

"Unsociable fellows aren't they."

Kneecapper(MWK lucerne hammer): 1d20 + 5 ⇒ (6) + 5 = 11
damage if a hit: 1d12 + 7 ⇒ (10) + 7 = 17

if unable to attack Ulfgar double moves to set up a flank for Anka or Dolgrin


Male Dwarf Wizard (Conjurer) 3 | HP: 21/21 | Init. +2 | AC 12/T12/F10 | CMD 12 | Fort +2/Ref +3/Will +6 | Perception +6 | Sense Motive +5

Modnar maneuvers himself to get a clear shot at the remaining scorpion. He points and snarls, "សូមអោយទឹកអាស៊ីតដុតលាក់របស់អ្នក" as a glob of acid flies toward the beast.

Draconic:
"May this acid burn your hide!"

Ranged Touch, with Melee Penalty: 1d20 + 2 - 4 ⇒ (3) + 2 - 4 = 1
Acid Splash Damage: 1d3 ⇒ 1


While the others attack enthusiastically, the scorpion , by luck or frantic movement, managed to avoid them all.

Anka is up


Female Dwarf (Deep Delver) Magus (Bladebound) 3 [ HP: 25/25 | AC: 14/18 T: 11 FF: 13/17 | F: +4 R: +2 W: +3 | Init: +1 Perc: +2/Darkvision 90' | Effects: none]

Stepping to the side to catch the creature between herself & her comrades, Anka carves into it with her ax.
5' step to flank with either Ulfgar or Dolgrin
Warax attack: 1d20 + 4 + 1 + 2 ⇒ (7) + 4 + 1 + 2 = 14, if that hits, warax damage: 1d10 + 3 + 1 ⇒ (3) + 3 + 1 = 7 Slashing.


Anka's blow finds its mark, and the already wounded scorpion dies under her axe's edge.

Combat over


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Seeing the scorpion fall Kragg takes the moment to give thanks to Zuth for thier victory and well being. As only Dolgrin was hit Kragg looks to him to see if he would like Zuth's blessing at this time. Would you like me to remove that scratch on you with the aid from Zuth or are you content to continue on as is?

Turning to the rest, but particularly Ulfgar, Does anyone know if these are safe to eat? We could use any food to suppliment our stores. Either that or can we harvest the poison in their stingers for our use?


Male AC 19, Fort +9, Ref +5, Will +7 HP 40

Dolgrin raises an eyebrow at the thought of a Dwarf using poison...

I'll be fine. Dolgrin says in response, clearly not happy with the idea of poisoning anyone.

LoH: 1d6 ⇒ 4


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Cathcing hte eyebrow raising Kragg explains his stance. While you may frown on the use of such methods i see them as merely another tool to accomplish our goals. The same can be said for your weapon and armor. They are tools that you use to furhter your goals. They are not inherently evil just as the scorpions are not inherently evil.


Male AC 19, Fort +9, Ref +5, Will +7 HP 40

Poison is the weapon of Ulamahaz and his servants. We put our trust in steel, forged by Dwarves loyal to Holy Zuth. Poison is a vile substance. Are we Dwarves or are we Drow Elves? Dolgrin says, turning on the priest of the forge god. Can you forge poison? Can you mine it from the earth where it was provided by Ardwal? Or would you rather use a weapon harvested from the creeping things that lurk in the shadows? I know where I place my trust and my faith. You make your own choice.

Dolgrin stalks off, not wanting to rouse himself further to anger.


Male Dwarf |Bard(Archaeologist) 3| HP 27 AC 17(T13/FF14) |CMB +4; CMD 17 | Saves Fort +3, Ref +6, Will +3 | Initiative +3, Perception +7, Sense motive +0, Bluff +3, Diplomacy+9

Hannarr watches the exchange between Kragg and Dolgrin with an arched eyebrow, eyes flicking back and forth between the two. As Dolgrin stalks off, he draws his dagger, squats next to the scorpion corpse and harvests the stinger. He stands up and meets the stares of his companions ( some disapproving some not) with a shrug. Might have medicinal value, he says flatly, the stingers disappearing into his pack as he jogs to rejoin Ulfgar at the front of the expedition.


Coat of Arms Ranger 3 | HP 33/33 | AC 17 (13t 14ff)| CMB +6 CMD 19 | +6 fort +6 ref +2 will | +5 init +7 perc +9 stealth |Loot Tracker

"Can't say for sure Kragg, but basically its an overgrown land lobster, so the claws are probably edible if nothing else. As well, usable by some without the ability to forge iron as weapons undoubtedly. As to the stinger's poison medicinal value it probably has as well as trade value. The apothecaries occasionally commissioned me to capture vipers so they could 'milk' their venom to use with cure poison potions. Nothing wrong with Dolgrin's faith in his steel, but there are other uses for them. Beware though that you don't poison yourself with it." The last is said with a grim smile before moving away to begin scouting again and to watch out for the others while they dress the scorpions out.

perception: 1d20 + 6 ⇒ (15) + 6 = 21


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

With Dolgrin walking away Kragg instead responds to the others. It is true that I can not forge poison from steel. Yet it is possible that I could take things from the earth and combine them together to brew a particularly foul concoction that replicates a poison if imbibed. Why alcohol to some is considered a poison yet all of us drink heartily and celebrate with it. I ask that you place your trust in my judgement and that I will only use it for good like the rest of my abilities. Even then I do not know if I would be one to use the poison directly or instead to use it as Ulfgar mentions. I might be able to devise a concoction to aid those that have been poisoned already.

Perhaps it is my outlook that is coloring my view on this matter but as we are alone down here with nothing but outselves I do not wish to waste any resource that might give us an advantage. That includes food if the claws are edible. I trust Ulfgar's judgement and think that later tonight we might have ourselves some claw emat for supper. Perhaps steam them up and serve them with some tubers or mushrooms that we can find.


Female Dwarf (Deep Delver) Magus (Bladebound) 3 [ HP: 25/25 | AC: 14/18 T: 11 FF: 13/17 | F: +4 R: +2 W: +3 | Init: +1 Perc: +2/Darkvision 90' | Effects: none]

Knowledge (Dungeoneering): 1d20 + 8 ⇒ (11) + 8 = 19, to determine if any of the creatures are edible.

"It's largely academic as none of us know how to recover and preserve the poison in any case."
"Recognizing & acknowledging the potential resource was still a good thought, father, thank you."
Anka ads in aside to Kragg.

Anka's comments are strictly due to the fact that none of us have any ranks in Craft (Alchemy), which is what we would need to keep the stuff usefull.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Actually Kragg has a +8 to craft alchemy and has ranks in it. That is the reason I thought off t in the first place.

While you are true in principle, I believe that given time I could figure out a basic remedy once we get back and I set up my alchemy set. It is not that elaborate but still enough to give me a chance. Thanks for the support Anka.


Coat of Arms Ranger 3 | HP 33/33 | AC 17 (13t 14ff)| CMB +6 CMD 19 | +6 fort +6 ref +2 will | +5 init +7 perc +9 stealth |Loot Tracker

That night, Ulfgar tries the scorpion flesh along with the others.

"Compliments to the chef, tomorrow I suggest we continue moving down stream. Those two critters would not have made things easy for any group living here, so I'm thinking we've exhausted our efforts here to find anyone friendly living here."

"Outside of following the water anyone have a different suggestion?"

When we move on to next hex:

Ulfgar will move out to his normal forward position scouting the area while also attempting to procure extra rations to supplement their stores...

Day 1
stealth: 1d20 + 5 ⇒ (18) + 5 = 23
perception: 1d20 + 6 ⇒ (20) + 6 = 26
survival: 1d20 + 6 ⇒ (2) + 6 = 8 +1 if follow tracks bonus applies

Day 2
stealth: 1d20 + 5 ⇒ (12) + 5 = 17
perception: 1d20 + 6 ⇒ (2) + 6 = 8
survival: 1d20 + 6 ⇒ (19) + 6 = 25 +1 if follow tracks bonus applies

Day 3
stealth: 1d20 + 5 ⇒ (18) + 5 = 23
perception: 1d20 + 6 ⇒ (20) + 6 = 26
survival: 1d20 + 6 ⇒ (20) + 6 = 26 +1 if follow tracks bonus applies

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