Strike the Earth: Histories of Greed and Determination (Inactive)

Game Master djdust

A Dwarf Fortress Inspired Kingdom Building Campaign

Campaign Reference
Campaign Map
Battle Maps
Party Inventory
Calendar Date: 5th of Pharast


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Male Gnome Bard 4 Armor Class 18, T 13, FF16 | Hit Points 31/31 | Saves: F +4, R +7, W +6, +2 vs illusions | Init +2 | Perc +8

I feel like I am ready to go. Part of me after being in a different campaign wants to use the craft weapon rules and make a finesse-able mitral skillet to beat people with....but I feel that is too zany


HP 29/29, AC 17, Fort +6, Dex +5, Will +1, Bombs 6/6, Mutagen 1/1

I'm ready. I still haven't written out Boomer's backstory, but I have a pretty good idea of what it is. That's enough to get going with. Mechanically, everything's ready.


Male Human Magus (Jistkan Artificer) 6
Toulbe Hilnack wrote:
I feel like I am ready to go. Part of me after being in a different campaign wants to use the craft weapon rules and make a finesse-able mitral skillet to beat people with....but I feel that is too zany

I don't know that you even need the weapon crafting rules. Just represent it mechanically as a light mace, and make the "skillet-shaped" part fluff. Voila, finessable right ought of the box.


Male Gnome Bard 4 Armor Class 18, T 13, FF16 | Hit Points 31/31 | Saves: F +4, R +7, W +6, +2 vs illusions | Init +2 | Perc +8

That's all on the Gm's decision. I'm willing to waste extra money to have to waste extra money and time if he wants me to use melee crafting rules or if he's ok with various fluffage.


Info | Battle Maps

I'm fine with flavoring a lightmace as a frying pan. Theres a barmaid npc statblock that includes a frying pan as weapon (1d6 +1 fire if hot). If it needs to be finessable for your build to work... sure... I just hope I'm not opening a can of worms here.


Male Gnome Bard 4 Armor Class 18, T 13, FF16 | Hit Points 31/31 | Saves: F +4, R +7, W +6, +2 vs illusions | Init +2 | Perc +8

I mean, I'm small, dex based, and a bard. I mean I'm gonna do next to no damage it just gives me a weapon to use that's semi comical and fun.


male HP 10/18 \ AC16 T10 FF16 \ F+3 R+0 W+5 \ perception +7 init +2

Hey now, don't knock the skillet. It's been used to deadly effect by both princesses and soldiers alike. It's sparked legal wars and turned the tide of more than one critical battle. It's great for casting a mold of someone's face at high speed and can even block projectiles.

Oh yeah, it's also fairly essential for numerous cooking methods...though I wonder how well mithral transfers heat on a stove...


male HP 10/18 \ AC16 T10 FF16 \ F+3 R+0 W+5 \ perception +7 init +2

Alright, so background is short, but hopefully functional enough to get the point across for now.

"Stuff it, ye bloody ape-eared bellow-lungs! I'll drink whatever swill ah damned well fancy and ye can't do a thing about it!"

"Hrm? Oh. Sorry. Not you. Great-grandpappy's on about me "unrefined taste" again...you'd think the afterlife'd give 'im ANYTHIN' better ta do than nag me in me own head, but NOOOOOOO..."


Male Human Magus (Jistkan Artificer) 6
GM_Armok wrote:
I'm fine with flavoring a lightmace as a frying pan. Theres a barmaid npc statblock that includes a frying pan as weapon (1d6 +1 fire if hot). If it needs to be finessable for your build to work... sure... I just hope I'm not opening a can of worms here.

A light mace is a light weapon, I can't see any reason it wouldn't be finessable.


Ready to go! Need to finalise my gear, but the basics (weapons, armour, usw) are all there.


Spiritualist 3 | AC 13 T 11 FF 12 | HP 27/27 | F +6 R +2 W +7 | Init +1 | Perc +4
Pet Stats:
Pet AC 15 T 11 FF 14 | Pet HP 19/19 | Pet F +4 R +2 W +3 | Pet Init +1 | Pet Perc +5

At the moment Urist is mostly good to go. Spells, ability scores and gear are all set. Just need to write in his class features and the one or two phantom tricks his ghost buddy can do. His background is upthread and I can write a cleaner version sometime soon.

I am currently at a convention for the weekend, limiting my access to phone posting. Still willing to do my part if the GM wants to start soon.


Male Dwarf GeoKineticist 4 Armor Class 18, T 13, FF15 | Hit Points 42/42 | Saves: F +9, R +8, W +5, +2 vs. poison, +4 vs. spells, and spell-like abilities | Init +7 | Perc +11/+13stonework, Sense Motive +10

I started with 35 gold for gear. Did not take me long to spend it. lol. Never started with so little cash, or so little gear. :)


Info | Battle Maps
Toulbe Hilnack wrote:

I mean, I'm small, dex based, and a bard. I mean I'm gonna do next to no damage it just gives me a weapon to use that's semi comical and fun.

Let’s go with 1d4 dmg +1 Fire if the pan is hot. Give you a little something extra when you are inevitably ambushed while making camp. Basically a reskinned light mace with the added feature that you can cook with it.

———

Can we set Monday as our start date? It’ll give us the weekend to tidy things up and get those last minute details set.

As far as the formation of the group goes, my original inclination was that the King first appoints and expedition leader who then recruits the rest. We can role play that out if you wish, an Avengers Assemble Ocean’s 11 kind of moment, or we can begin with everyone already assembled.

The expedition leader is not a mechanical position like the kingdom leader will be later, it’s just a nod to Dwarf Fortress, and since the Five Kings nations are a lawful neutral (read Hierarchal/Authoritarian) society, having an appointed leader seems fitting. Also, with a band of 7, having a clear decision maker could help our PbP move along. As a side note, as GM I tend to use the ‘majority rules’ rule for PbP, as in, once a majority leans one way, the debate is over and we move things along. I’m still undecided as to who would be the expedition leader, and I’m leaning towards letting the [dice] decide. Or we can scratch the idea altogether.

So, putting the question out there, how would you all like to begin?


Male Dwarf GeoKineticist 4 Armor Class 18, T 13, FF15 | Hit Points 42/42 | Saves: F +9, R +8, W +5, +2 vs. poison, +4 vs. spells, and spell-like abilities | Init +7 | Perc +11/+13stonework, Sense Motive +10

I am happy to backstory the assembly.


Male Gnome Bard 4 Armor Class 18, T 13, FF16 | Hit Points 31/31 | Saves: F +4, R +7, W +6, +2 vs illusions | Init +2 | Perc +8

I'm happy to also backstory the assembly.

And I think it's fun to go ahead and let the dice decide. It takes all the pressure off of it.

I'd just go with Alphabetical. So Barik, Boomer, Glor, Gunnar, Hezekh, Toulbe, Urist.

I'd even be willing to sit out with Toulbe as the leader if the group prefers given this is a Dwarven Expedition.


HP 29/29, AC 17, Fort +6, Dex +5, Will +1, Bombs 6/6, Mutagen 1/1

Backstory assembly sounds fine.

As for who the leader is, does anyone have any kind of nobility or status related stuff in their backstory? Dwarves are very into linage so it makes sense to me to give it to whoever is the highest on the social ladder in the group.


male HP 10/18 \ AC16 T10 FF16 \ F+3 R+0 W+5 \ perception +7 init +2

If you've got some good material for the scene, then I've got no qualms with playing it out. It's why we're here, right?


Info | Battle Maps
Gunnar Brewbane wrote:
If you've got some good material for the scene, then I've got no qualms with playing it out. It's why we're here, right?

Actually, if we did an Ocean's 11 style getting the crew together beginning, you guys would be doing pretty much all the work. I thought it'd be fun, you'd each have a chance to establish your characters in turn, but, if you're hungry to jump right into the adventure, we can start with you all assembled in the King's Hall.

I had a thought that the highest Wisdom score should be the expedition leader. That would be Urist McFatson. Urist, how do you feel about that?


Male Gnome Bard 4 Armor Class 18, T 13, FF16 | Hit Points 31/31 | Saves: F +4, R +7, W +6, +2 vs illusions | Init +2 | Perc +8

Wisdom!?!?! Gasp, my one weakness! I tease, nope perfectly acceptable for me.


Spiritualist 3 | AC 13 T 11 FF 12 | HP 27/27 | F +6 R +2 W +7 | Init +1 | Perc +4
Pet Stats:
Pet AC 15 T 11 FF 14 | Pet HP 19/19 | Pet F +4 R +2 W +3 | Pet Init +1 | Pet Perc +5

I have to admit I'm amused at the idea of Urist being the wisest of the bunch. Maybe this means someone important is taking his stories seriously. And with a charisma of an even 10, he's the most charming of the bunch! He'd be more than happy to do his part. All the better so Commander Silverbrew can handle "all of the important stuff."

As for the assembly, I'm more than happy to go the scenic route, but putting it in the background is fine too. Perhaps we can have a middle ground, with each of us adding one post of our Dwarf reacting to the recruitment offer?

Oh, and I am 100% fine with the king and my nutter sharing the same first name. Heck, I'm a little surprised I have the only Urist in this group.


Boomer Bellowpiper wrote:
As for who the leader is, does anyone have any kind of nobility or status related stuff in their backstory? Dwarves are very into linage so it makes sense to me to give it to whoever is the highest on the social ladder in the group.

Barik's family are quite wealthy and respected, but he's the youngest and something of a 'black sheep' - I think going with the highest Wis character works.


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Male Dwarf GeoKineticist 4 Armor Class 18, T 13, FF15 | Hit Points 42/42 | Saves: F +9, R +8, W +5, +2 vs. poison, +4 vs. spells, and spell-like abilities | Init +7 | Perc +11/+13stonework, Sense Motive +10

Bah! Dontcha know the leader should be the one with the highest CON score. Are we dwarves, or not? :P


Info | Battle Maps

Ok. I like the middle ground idea. I'm going to write something up today. Please have everything tidied up so we can start tomorrow!

Go ahead and dot into the gameplay thread when you're ready.


HP 29/29, AC 17, Fort +6, Dex +5, Will +1, Bombs 6/6, Mutagen 1/1

I added my stealth dot when the thread first opened


Same here.


Male Gnome Bard 4 Armor Class 18, T 13, FF16 | Hit Points 31/31 | Saves: F +4, R +7, W +6, +2 vs illusions | Init +2 | Perc +8

I believe based on current character page, we are missing Hezekh before we've all dotting the wonderful gameplay page (ninja dot or otherwise!)


Male Dwarf GeoKineticist 4 Armor Class 18, T 13, FF15 | Hit Points 42/42 | Saves: F +9, R +8, W +5, +2 vs. poison, +4 vs. spells, and spell-like abilities | Init +7 | Perc +11/+13stonework, Sense Motive +10

I have added a background finally and am ready to roll.


Info | Battle Maps

Looking for two good dwarves, Hezekh and Barik.


Male Human Magus (Jistkan Artificer) 6

Yep, sorry. Got distracted. I’ll get something up momentarily.


Info | Battle Maps

Do you know about GM Word of the Week?

I've been slowly consuming it for about the past month or so.

Here's two episodes I thought might be fun and applicable.

Smithing

Ale


Male Human Magus (Jistkan Artificer) 6

Gosh darn it, I can already barely keep up with all my podcasts. But that sounds really fascinating.


Info | Battle Maps

The latest episodes are about volcanoes and lava. So, im excited!


male HP 10/18 \ AC16 T10 FF16 \ F+3 R+0 W+5 \ perception +7 init +2

Interesting listen. I'll have to check out their backlog.


Sorry all - got called away with work. Catching up on the gameplay posts now and will post something in a bit.


Info | Battle Maps

Super slammed at work today, now i'm exhausted. I've got the next bit about halfway written up. Update tomorrow.


Male Dwarf GeoKineticist 4 Armor Class 18, T 13, FF15 | Hit Points 42/42 | Saves: F +9, R +8, W +5, +2 vs. poison, +4 vs. spells, and spell-like abilities | Init +7 | Perc +11/+13stonework, Sense Motive +10

Was tempted to post this in character in game play but will post it here: Shouldn't such a charge, from the king no less, come with generous supplies? Why would the powers in the land send out a group of poorly equipped dwarves instead of gearing them up properly? :)

I could imagine masterwork arms and armor, good provisions, thinks like climbing kits, etc, and maybe even a few potions. Glor started with like 36 gp. Not sure I have ever had fewer gold to equip a PC with and now we are basically commissioned by the king. I'd think he would equip us at a level equal to his desire for our success.


Info | Battle Maps

Feel free to bring it up IC :)


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Info | Battle Maps

as you may notice, i've added links under my alias and the campaign info to a reference document to help you keep track of pertinent information, as well as the hex map and the battle map slides. The reference document should be editable by you, so please put it to use, keep notes on things as you discover them. I'll do my best to keep it updated myself.

Coming soon, a loot tracker.


Male Gnome Bard 4 Armor Class 18, T 13, FF16 | Hit Points 31/31 | Saves: F +4, R +7, W +6, +2 vs illusions | Init +2 | Perc +8

So, a good meal costs 5sp per day. Would I be able to pay that price to have the ingredients to make said meal?

If so, then how many days worth of stock would I be able to carry and not have any of it go bad?

I imagine 3 days before I need fresher food, so maybe have to buy rations afterwards? (Surprise they cost the same)

I'll go ahead and make sure to have a 10 day supply between fresh meals and rations for the group.

Which should cost me 35 gold,

After the cost of mwking the frying pan and mwking the chain shirt he bought, that'll leave him with another 35 gold. (Including the leftover 25 gp he had from character creation)


male HP 10/18 \ AC16 T10 FF16 \ F+3 R+0 W+5 \ perception +7 init +2

I'll spring for some general supplies for the most part; never know when we might need something. Since we're getting some vehicular aid to haul it all anyway, might as well go prepared, right? Getting a couple hunting implements, some rope, some ammo, some rations, some extra clothes and tools; just whatever springs to mind as useful to an outdoor expedition in some way.

(500g, also using 8s from my own funds)

2 light crossbow 70gp
40 bolts 2gp
3 longspears 15gp
3 bear traps 6gp
harvester's kit 65gp
healer's kit 50gp
100 ft. hemp rope 2gp
2 grappling hooks 2gp
Improve scale mail to MW 150gp
3 explorer's outfit 30gp
artisan's outfit 1gp
3 waterproof bags 1g 5sp
2 waterskin 2gp
grooming kit 1gp
14 days trail rations 70gp
4 daggers 8gp
fishing net 4gp
large tent (sleeps four) 30gp

That ought to cover quite a few scenarios.


Male Gnome Bard 4 Armor Class 18, T 13, FF16 | Hit Points 31/31 | Saves: F +4, R +7, W +6, +2 vs illusions | Init +2 | Perc +8

Toulbe Hilnack
Combat Gear acid (3), alchemist's fire (3), holy water, liquid ice[APG] (2); Other Gear mwk chain shirt, mwk light mace, short sword, animal harness[APG], beast-training kit, bedroll, blanket[APG], cold weather outfit, colored ink, explorer's outfit, fishhook, fishing net, flask, flask, flint and steel, hemp rope (100 ft.), hot weather outfit[APG], jug (2), lantern, miner's, masterwork artisan tools, masterwork backpack[APG], medium wagon[UC], mug/tankard (8), parchment (5), pavilion tent[APG], portable alchemist's lab[APG], pot, sack, sack, shovel, small/medium cage[APG], small/medium cage[APG], snuffbox, bone[ACG], soap, speaking trumpet, string or twine[APG], waterskin (2), weapon cord[APG], whetstone, winter blanket, bison, exotic pack saddle, 25 gp, 3 sp, 8 cp

So you'll notice my list is extensive (I took Rich Parents with the Drawback Nervous).

Between being a successful businessman (traveling cook) and his own family's magical talents he was well supplied before he was given a fond farewell by his village.

So we'll have a small wagon and two horses it looks like as well as a medium wagon that is pulled by Touble's bison.


Male Dwarf GeoKineticist 4 Armor Class 18, T 13, FF15 | Hit Points 42/42 | Saves: F +9, R +8, W +5, +2 vs. poison, +4 vs. spells, and spell-like abilities | Init +7 | Perc +11/+13stonework, Sense Motive +10

Glor will upgrade his armor to masterwork and his mace to a cold iron masterwork weapon. That leaves him 45 gp to spend. Not enough for that climbing kit. So he can offer this money towards that 80 gp purchase or, i no one wants to get the climbing kit, he will by some alchemical splash weapons (1 alchemist's fire and 2 Acid).


Info | Battle Maps
Toulbe Hilnack wrote:

So, a good meal costs 5sp per day. Would I be able to pay that price to have the ingredients to make said meal?

If so, then how many days worth of stock would I be able to carry and not have any of it go bad?

I imagine 3 days before I need fresher food, so maybe have to buy rations afterwards? (Surprise they cost the same)

I'll go ahead and make sure to have a 10 day supply between fresh meals and rations for the group.

Depends on what you buy, which is all flavor anyways :P

Grains and things should last almost indefinitely if stored properly. Cured/salted/dried meats can also last a while on the road (think jerky, sausages, salami, etc.) Nuts/beans/legumes should also last. Spices should be good too.

Fruits and veggies are mostly the things at risk of spoiling and going rotten, but I think tubers and root vegetables and things can go a few weeks before rotting. On second thought, fruits and veggies can last MUCH longer if they are pickled, preserved, jammed, chutneyed, etc.

Check out this table for some ideas

Is that bison battle trained?


Male Dwarf GeoKineticist 4 Armor Class 18, T 13, FF15 | Hit Points 42/42 | Saves: F +9, R +8, W +5, +2 vs. poison, +4 vs. spells, and spell-like abilities | Init +7 | Perc +11/+13stonework, Sense Motive +10

Why not bring some chickens, pigs and goats. :)


Ok, shopping

2 x masterwork weapons (300 gp)

1 suit chainmail (150 gp)

1 potion CLW (50 gp)

Done.


Male Dwarf GeoKineticist 4 Armor Class 18, T 13, FF15 | Hit Points 42/42 | Saves: F +9, R +8, W +5, +2 vs. poison, +4 vs. spells, and spell-like abilities | Init +7 | Perc +11/+13stonework, Sense Motive +10

Barik, a single masterwork weapon is 300.


Info | Battle Maps
Glor Stonebeard wrote:
Barik, a single masterwork weapon is 300.

Aye, and this shopping spree is for mundane gear only, so no potions, not yet.


Sorry, I did know that! Temporary brain freeze on my part.

Noted about the potions. I'll have a rethink.

Dark Archive

I'll have to throw my list together after work, but for now I'd like to humbly suggest we consider bringing crafting materials for useful objects. It'll squeeze a little extra out of what we can get.

Also seeds. Seeds will help when we settle.


Male Human Magus (Jistkan Artificer) 6

I definitely want to pick up an anvil, and upgrade my smithing tools to masterwork. Also my arm. I'll add a spelunking kit and a masterwork backpack too. Also, I'll trade in the parade armor I was going to wear for a Chain Shirt. I'll pick up a crossbow and some bolts too.

By the way, I can craft weapons, so if anybody else wants something specific, I might could make it cheap.

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