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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Ulfgar, you made the will save so after Modnar's roll, you're good at the end of the round.


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

Goodcause after that heal check Kragg is thinking that Ulfgar is perfectly normal.


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

Fortitude, with Hardy: 1d20 + 1 + 2 ⇒ (9) + 1 + 2 = 12 The RNG is punishing me for my tardiness.

Modnar tries to cover his face with his sleeve, but he is overwhelmed by a swirl of the spores. His body falls slack for a moment, then one arm snaps out to the side. Then, the other arm matches the movement. The wizard steps forward with one foot, then steps back. One step backwards follows, as his right arm drops limply to his side.

This bizarre ritual continues, but Modnar's eyes widen as he shrieks, "NO! I AM NOT AN IT! I AM NOT AN IT!"


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

Kragg turns to look at Hannarr and the rest. Does anyone know what in the world is going on here?

Caught between Ulfgar and Modnar Kragg is lost and just stands there yelling. Modnar, knock it off and snap out of it. You also ulfgar.


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

Something in Kragg's tone breaks through sparking that bit of self that was there to to break free of whatever enchantment had confused him. Shaking his head and looking around at the other the ranger allows the hammer to drop to the ground as he squats in place trying to put together what had happened. He is talking to the others but not really to them. More voicing his scrambled thoughts.

" The was a hunt? And then a huge battle, Dolgrin would have liked the fight,he's all paladiny they're always looking for a good fight and that just cause but when it was over it ....wasnt me or I wasn't me anymore the last orc killed me and you were all coming to kill him, no me, no him ah dammit I don't know what I mean anymore. Thank you for not coming too close."


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

Dolgrin gives Ulfgar an odd look Is this what affects the Goldrune now? This madness? We will hope its duration is as short a time...


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

See that the effects seem to be relatively temporary, and that Mondar's odd behavior is relatively benign, he stands back and lets the young wizard alone until his madness passes. It seems so Dolgrin. Let's give him a minute and see if it passes as quickly.


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

Will, with Hardy: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22 I suppose whether or not hardy applies is moot.

After a few seconds of what looks like running in place, with Modnar's arms alternating from in front of him to the back, the wizard howls,

"HOW COULD YOU!?!"

After that outburst, Modnar collapses to his hands and knees, sucking in air like he's been running for hours. His chin is wet with spittle from his ravings, and a froth can be seen in his mustache.

Is this truly what summoning does to its target? I must either find some way to end this puppetry or shift the focus of my studies!


As Modnar and Ulfgar recover, you can see the spore cloud has moved on, leaving the air safe to breathe in this area again.


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

When it seems that both of them recover Kragg lets out a sigh of relief. I am glad to see that you have come back to your senses. I don't know for sure what the long term affects might be but I think we should take it easy and not push today. Give you 2 a chance to recover from whatever that was so we may press on tomorrow.


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

"Agreed" Ulfgar sighs wearily. Wanting nothing more to put this day behind him.


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 rocks back to a sitting position and wipes his hand across his mouth. "You will hear no complaints from me, Kragg. 'Exhausting' is a shallow description of that experience."

The young wizard runs his hand through his hair, and his brow furrows in thought.


With some of you a bit shaken by the strange effects of the spores, you are glad to leave this area. Clearly, the fungal jungle is a place of great wonder, strange beauty, many resources if one knows what to look for, but also full of moments of horror and danger.

You rest, eventually, as you must, setting up watches. Nothing eventful happens, thankfully, though a few of you may have odd dreams when you sleep.

Waking, you resume once more, continuing to veer west from the shoreline. After an hour, you hear a high pitched cry in the distance, not a dwarf to be sure, but it sounds like trouble.


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 turns to the others as they hear the cry. That could be the fungal fellow we are looking for! Make haste comrades! He unslings his bow and hurries off after the source of the disturbance.

Hannarr makes an effort to move quietly, but does not sacrifice speed to do so...
Stealth if allowed: 1d20 + 8 - 1 ⇒ (3) + 8 - 1 = 10

know: Dungeoneering or Nature: 1d20 + 6 ⇒ (4) + 6 = 10 To identify the species of the crier.


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

Kragg continues forward but at a deliberate fast March. He was not about to be found running forward in an unfamiliar fungal jungle where all manner of dangers could lurk. No, he would let the moe brash and younger dwarves rush ahead while he plans on how to save them from the mess they rush into. Take care Hannarr that it is not a trap. Kragg calls ahead.


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

Eager to redeem him self in his eyes if no one else's, Ulfgar moves forward to investigate the unknown creature. [B]"'ware Hannarr until we see what we're are rushing into.

stealth: 1d20 + 5 ⇒ (13) + 5 = 18
perception: 1d20 + 6 ⇒ (8) + 6 = 14


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 draws his hammer while keeping pace with Kragg. Though paying attention to his surroundings, he still looks pensive about the previous day's events.


The group proceeds as cautiously and quietly as it can, the quiet part somewhat up for debate despite the best efforts of some.

At the edge of a mossy green patch of ground that glows with a faint bioluminescence, a single myceloid hunter struggles and holds a spear frantically trying to stab at seemingly empty air. The mushroom man
is clearly being pulled into the green patch though by nothing that can be seen. Perhaps the hunter has gone mad. Yet you do not see the violet spores that besieged you earlier.

Perception DC 10:
the coloration on this Xan confirm this is Miku, the fellow you were told about.

Perception DC 18:
Yes, this is the Xan you're looking for. More than that, while it's hard to make out, there's something about the green pool that is actually drawing Miku into his doom within it.


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

perception: 1d20 + 6 ⇒ (5) + 6 = 11

"It's him! But what's wrong with him?" After his recent episode with the spores he is hesitant to charge in as the creature may be delusional as he was the day before and try to harm them no matter what. Stopping short of the hunter and pool he withdraws a shot of rope looking to throw one end to the hunter.

Here! We are here to help! Tie this around you. he calls out in undercommon.


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

perception 1d20 + 4 ⇒ (5) + 4 = 9

Not seeing anything out of the ordinary other than a mushroom with a spear stabbing the air Kragg follows after Ulfgar and takes his cue. Hoping to give the mushroom a morale boost and prove that we are allies Kragg casts bless on the party making sure to get Miku in the effect. What is the matter tell us so we can help you!

init if needed 1d20 + 1 ⇒ (15) + 1 = 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

Perception: 1d20 + 5 ⇒ (3) + 5 = 8

The young dwarf still seems partially lost in thought. At the sight of the frantically fighting xan, Modnar's countenance darkens at the thought of another suffering his prior fate.

He calls out, "Have the spores beset you?" Concern comes across Modnar's face as he scans for any sight of the cursed clouds.


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

Perception: 1d20 + 6 ⇒ (9) + 6 = 15

Because something is clearly moving the xan against its will, Hannarr tries to help him escape. I hope this doesn't cause an inter-species diplomatic incident, he mutters as he casts a spell that covers the struggling xan in a film of greasy ectoplasm.

Cast grease on Miku for +10 CMD/escape artist checks vs grapples etc


Attempts at communication abound, and they hear it call for help "The Weird...it has me..."

But it is Hannar's action that changes things utterly. Coating the Xan in a greasy layer...

1d20 + 3 ⇒ (20) + 3 = 23+10
Miku not only breaks free, you can now make out what was truly holding him. The pool Miku was standing near is not a pool at all but an entanglement of lichen, slime molds and fungi. Indeed, it is these well camaflogued maggot like extensions that were drawing the Xan to its doom

Knowledge Nature DC 20/Knowledge Dungeoneering DC 17:
This thing is some sort of ambush predator, but it's not natural even by the standards of the underlands. Bludgeoning won't work too well against it due to its soupy nature.

Regular inits folks, please roll...
Fungus Weird init:1d20 + 7 ⇒ (13) + 7 = 20
Miku the Xan 1d20 + 5 ⇒ (2) + 5 = 7


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

Know:dungeoneering: 1d20 + 6 ⇒ (3) + 6 = 9
Initiative: 1d20 + 3 ⇒ (5) + 3 = 8

Fush sent us to help, Hannarr yells to Miku. Get clear of that thing and stay behind us!


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 ⇒ (15) + 2 = 17
Knowledge (Dungeoneering): 1d20 + 8 ⇒ (17) + 8 = 25

Modnar calls out to his comrades, "Blunt weapons will be less effective against this!" The wizard whips a dart of acid at the creature.

Ranged Touch: 1d20 + 3 ⇒ (18) + 3 = 21 Subtract 4 if Miku is still engaged with the creature, and if it's roughly the same size as him.
Damage: 1d6 + 1 ⇒ (5) + 1 = 6


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

Init: 1d20 ⇒ 10

An Axe should work just fine!

Dolgrin draws his Axe and Shield and moves to engage the soup!


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

Having already cast bless to aid the party Kragg resorts to less magical means by using some of the other abilities that Zuth has granted him. Following Modnar's lead Kragg fires off a bolt of acid at the creature.

1d20 + 3 ⇒ (1) + 3 = 4 for 1d6 + 1 ⇒ (1) + 1 = 2

The acid bolt flies dangerously close to the Xan as it might question if Kragg is there to him him or the soup?


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

init: 1d20 + 5 ⇒ (17) + 5 = 22

Leaving the rope on the ground to retrieve later he switches out to his own axe, rotating it in his hands so that a wicked looking blade is now the first thing to meet whatever he swings it at. Moving forward just off of Dolgrins left shoulder.

When he is within range he will attack.

greataxe: 1d20 + 5 ⇒ (11) + 5 = 16 +2 if this is considered an abberration
damage: 1d12 + 4 ⇒ (9) + 4 = 13


Awaiting Anka's init and intentions


Okay. Rolling for Anka 1d20 + 1 ⇒ (15) + 1 = 16

Ulfgar 22 (Great Axe attack)
The Fungus Weird 20 (Attacks Ulfgar)
Modnar 17 Acid spell hits
Kragg 16 Acid spell misses
Anka 16 Aids Miku
Dolgrin 10 is up
Hannarr 8
Miku 7

Ulfgar rushes up on the foe, rope nearby if needed later And sorry, did not mean to ignore the earlier action with it.

His great axe strikes at the soupy creature, the edge of it cutting at the mossy mess in a sensation more like using a sickle on weeds than trying to gut a foe.

But even as he enters close enough to do so, the Weird's maggot like vines twine about his legs threatening to entangle him.

Need either a str check (DC 19) or an Escape Artist roll (DC 15) to break free

Even as it seeks to enclose most of of him, one of the maggoty tendrils rises up and strikes at him, opening at the end with thorns not unlike a lamprey's mouth!
To hit: 1d20 + 7 ⇒ (18) + 7 = 25
And digging into Ulfgar for 1d8 + 4 ⇒ (5) + 4 = 9

Modnar's acid causes the grotesque foe to sizzle and cook upon contact.

Alas, Kragg's similar attempt goes wide

Anka races towards the greased Miku, and while she cannot get a grip on him, she gives a hard shove with her foot to push the Xan hunter out of the reach of the predator.

Hope that's okay with her player

Dolgrin races forward to join in with Ulfgar

And I'll need the to hit etc from him, and as he risks getting entangled as well, might as well give me the Str check for him too if he sticks with the plan for that.


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

Dolgrin, not one to shy away from battle while others fight, shouts a warcry to Ardwal and attacks Axe: 1d20 + 6 ⇒ (4) + 6 = 10

STR: 1d20 + 4 ⇒ (6) + 4 = 10


Dolgrin's courage is to be applauded, alas, courage does not always equal good fortune. His axe cannot seem to find purchase in the shifting mire that is their foe, but it, in return, certainly finds purchase with him, gripping him fast.

Dolgrin is entangled, but may try to break free next round

Hannarr is up for his round one action


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 continues to cast spells to aid his companions...

Cast grease on Ulfgar's armor - +10 escape artist check


Miku , the Xan you rescued seems reluctant to withdraw when others are coming to his aid, but nevertheless, he abides by Anka's wish for now, though he at least warns you all, "Beware. Weird has spores too. May put you aslumber. If happens, little chance of survive."

I need a str or escape artist check from Ulfgar


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

Reeling back in disgust from the fungus Ulfgar struggles to break free.

escape artist: 1d20 + 3 + 10 ⇒ (19) + 3 + 10 = 32

But turns back and attacks the tendrils that have latched onto Dolgrin "Let go of him!"

greataxe: 1d20 + 7 ⇒ (12) + 7 = 19
damage: 1d12 + 4 ⇒ (8) + 4 = 12

Resulting escape artist check should still be benefited by the grease spell

escape artist: 1d20 + 3 + 10 ⇒ (3) + 3 + 10 = 16


Round 2

Ignoring his own pain, Ulgar slips free and severs some tendrils from this unholy mockery of life.

The creature retaliates, spores spray over Ulfgar and Dolgrin

Who must make will saves DC 15 or fall asleep

Modnar is up but others may post and I'll try to adjust as you only have one foe to face


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

Will: 1d20 + 6 ⇒ (11) + 6 = 17

Dolgrin hacks down again with his Axe Axe: 1d20 + 6 ⇒ (4) + 6 = 10 and struggles against the Wierd's tendrils Str: 1d20 + 4 ⇒ (3) + 4 = 7


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

Will: 1d20 + 3 ⇒ (4) + 3 = 7

The previous swing opening him up to a faceful of spores, Ulfgar inhales unintentionally and immediately feels his arms and legs get heavier, while his eyes close.

Sorry Guys


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

Not having much for options Kragg decides that the best option at the time is to gather the fallen and to see how they fare. To that end Kragg goes to get Ulfgar and drag him back.

Move action to get to Ulfgar
Drag maneuver 1d20 + 3 ⇒ (8) + 3 = 11 Unconsious means that no dex or strength right. 0 dc grants a 15ft drag back I hope.


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 hits Dolgrin with his last grease spell then readies his rapier to charge forward.


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

Is there a Knowledge check that can be made against this thing? I'm trying to figure out if I can knock it prone with stumble gap. It seems cheesy, but the spell doesn't reference a trip attempt.

Knowledge (Dungeoneering), if applicable: 1d20 + 8 ⇒ (19) + 8 = 27

If the plan works:
Modnar points his hammer at the weird and intones, "បើកថ្មបានបំផ្លាញសត្រូវរបស់យើងក្នុងការ" The stone under the creature suddenly dips into a slight pit.

Reflex save at DC 16. Failure knocks it prone adjacent to the gap; success gives a -1 penalty to all rolls/checks until next round.


Hannar:
In truth, I have no idea if that spell would work against a big soupy plant/fungus creature. It has plant immunities but I see nothing in that that would prevent tripping. But the 5 DR against bludgeoning will help it from the stumble dmg.

It can't move beyond a 20 foot radius though. And there is something very unnatural about this thing, it's almost a mockery of a festering wound.

Reflex save: 1d20 + 5 ⇒ (20) + 5 = 25

Modnar's spell causes the Weird to lurch, but only slightly. Kragg slips forward and retrieves the now sleeping Ulfgar dragging him back to safety.

Anka is up for round 2


1d20 + 4 ⇒ (4) + 4 = 8
1d20 + 2 ⇒ (11) + 2 = 13 1d3 ⇒ 2

Round 2 recap

Ulfgar 22 (Breaks free, cuts the Weird)
The Fungus Weird 20 (Sleep cast on Dolgrin and Ulfgar. Ulfgar fails his save)
Modnar 17 (Casts Stumble Gap)
Kragg 16 (Retrieves and rescues Ulfgar)
Anka 16 (Ray of Frost)
Dolgrin 10 is up (attacks with axe, tries to break free)
Hannarr 8 (Greases Dolgrin who now breaks free)
Miku 7 (throws Javelin)

Ulfgar wounded the Weird badly, but for his troubles, when the monster retaliated with an expulsion of spores, he took it square falling into a deep slumber.

Dolgrin managed to avoid the worst of the sleep inducing spores.... even as Modnar attempts to cause the pool of fungal maggoty sludge to lurch albeit briefly.

Kragg rushes forward, grabbing his ally Ulfgar and hauling him to safety and out of the thing's reach.

Anka sees if cold can do much to this thing, and while the Weird doesn't seem particularly vulnerable to the ray of frost she projects, it does at least hurt it.
Dolgrin has trouble with both his blows and escaping, at least at first.
Hannarr aids with the latter by coating the paladin with another grease spell, allowing the holy champion to slip free for now.

Miku, the young Xan hunter, hurls a javelin into the glob of the foe, but to no effect.

Round 3
With Ulfgar pulled out of its reach, the Weird lashes out angrily at Dolgrin
To hit: 1d20 + 7 ⇒ (15) + 7 = 22
It bites into the paladin, but while it wounds him, it does not entrap him again thanks to Hannar's spell upon him Dolgrin takes... 1d8 + 4 ⇒ (5) + 4 = 9 points of dmg

With Ulfgar asleep and the Weird having attacked, the rest of you are free to go for round 3


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

Focusing on other tactics Kragg yells to Dolgrin and the Xan Step away and get to safety. Let Anka freeze it from range or others attack it from range. Don't bring harm to yourself needlessly.

Kragg then waits to see if his ideas are followed before acting further.

Waiting to see what happens if I need to heal, drag others away, or attack with acid or fire.


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

Dolgrin prays to Ardwal Father under the Mountain, give me strength LoH: 1d6 ⇒ 2

And he continues his assault on the strange creature Axe: 1d20 + 6 ⇒ (17) + 6 = 23 Damage: 1d10 + 4 ⇒ (3) + 4 = 7

Current HP: 15/22


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

Hannaar screws up his courage, wishing he had saved a grease spell for himself, then charges forward to aid his would-be king.

Swift Action: activate Archaeologist's Luck
Escape artist check: 1d20 + 5 ⇒ (5) + 5 = 10

As he feared, the creature's ropy vines grasp and bind him pretty much immediately, but he dives forward and tries to drive his dark-elf forged rapier straight into the densest part of the weird.

Charge w/ rapier: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27 add +2 if he can flank with Dolgrin; Dmg: 1d6 + 4 ⇒ (3) + 4 = 7
Confirm Crit!: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13 add +2 if he can flank with Dolgrin; Dmg: 1d6 + 4 ⇒ (1) + 4 = 5


Ardwal appears to be with Dolgrin as his axe severs a large chunk from the monstrosity before them causing it to recede slightly. Hannarr, acting every inch a Diamondheart by taking action, leaps in as well to go side by side with the Tarnhammer and thrusts his rapier into its dwindling heart.

Together, the two blows overwhelm this horrid 'thing' and the maggots that are born of it wither and crumble, and the pool seems to sleep for now.

Both Dolgrin and Kragg are certain, in their bones, that whatever this was, it is not gone for good. But for now, victory belongs to the dwarves.

Combat over

"You have saved," Miku says , the Xan managing to express gratitude, "From my fool ways. Many thanks! Never to be seeing dwarves from surface! You are legend like." It bobs its capped head


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

You have my thanks Diamondheart, like your ancestors you stood with me in the face of the terrors of the deep. Dolgrin says, with a nod to Hannarr

Would that we all had such courage and steadfast nature.

To the Xan Dolgrin says Noble Miku, you have friends in the Dwarf-folk of Dammerhall. Your friends worried and sent us to find you.


Ulfgar wakes up in Kragg's care Don't want the poor guy missing out, and I'm sure with Kragg's skills he could help wipe off/counter the spores)

And Miku speaks, "You flatter, good dwarf. But joyful that my people did not forget me.I am sometimes a vex to them, for I wander and have travel heart. Wish to see things, do things. Not for me Xan alone. Is hard to explain."


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 nods, a little embarrassed by Dolgrin's praise. He brushes the dying maggots from his coat and steps free of the clinging vines.

To Miku he asks, We were asked to escort you back to the Xan city. Can you guide us there now?

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