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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"Heard dwarves sing it, sing it many times, but never where dark elves hear them if they smart." He answers


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

Dolgrin starts at this new knowledge Wait! There are Dwarves under the lash! Here! Now!? He angrily tightens his hands together, as if grasping an axehandle.


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 is similarly affected by this news. So you have escaped from the dark elves? You know where they are?

He leans over to Dolgrim and whispers in Common, Though our gnomish hosts may not thank us for it, I think we must bring this creature back to Fastervault with us. We cannot waste the opportunity to learn what it knows.


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 dutifully translates back and forth between Dolgrin, Hannarr, himself and Runt.

Quote:
Though our gnomish hosts may not thank us for it

"I doubt our host will feel more apprehension from Runt that from our Skis'raal allies. Remember the former sheriff died at the hand of two of them, granted they were mercenaries. But we are throwing a lot of changes at them, and we should be mindful of that.

Perhaps we could work on a trading post of some sort that would provide a neutral meeting ground slash embassy, for the time being, for the trade parties coming from our allies." Ulfgar says the last part as an afterthought as it has just came to him as a possible solution.

"Runt, would you care to travel with us a while? We'd like a chance to rescue our fellow dwarves, and in the process make the number of free kobolds here more than one."


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

If Runt could lead us to where the Foul Elves have our kinfolk...We must rescue them. Each day that a Dwarf is under the lash is an affront to both Ardwal AND Zuth Chain Breaker. Dolgrin says, righteous anger in his voice.


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 was conflicted. When they had found the drow missive by the lakeside that mentioned dwarven slaves, he had felt as Dolgrin did now, wanting to charge off into the unknown on a mission of liberation. But the others had reigned him in, rightly so.

I agree noble Tarnhammer. But we are low on supplies and without our full fellowship. Let us ring this... Runt, back to Fastervault, rejoin with our brothers, and then descend upon these drow like a righteous hammer.


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

"Master Diamondheart has the right of it, to leave with a partial fellowship would be tantamount to entering battle with only part of your weapons and armor. You can do it but it is ill advised." Ulfgar add politely


The diplomacy group
Runt almost bolts at Dolgrin's initial outrage. But others seem calmer, and he soon realizes Dolgrin is not made at HIM....
"Vothys" He shivers, "I never go back there. Never ever. New Baroness is cruel. All drow are. But she even more. Would torture me to near death to make show none escape, then if I live, if I heal, would start again."
At questions if he knows, he scratches the side of his head, "Not sure, I just run hide, go many places. Sometimes circles. Never been free before. Lucky I wasn't eaten."

At their offers to take him with them, Runt seems surprised he had a choice, "I go with you for now. You no make me go back to Vothys. I will not go back. I'd kill myself first."

taking a deep breath, Runt adds "Not as many dwarves as kobolds. That's why we have to be culled drow say. Dwarves say they sent to explore, long ago."

Some of you may recall that efforts in the past were made to return to Dammerhall, they failed, the parties lost. Perhaps this is one of those lost parties, or maybe even the children of them.


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

For Kragg, the council went well, though obviously there is only so much that can be made offcial with so many of them away. Not only did Luwida and Greip have things well in hand, they had put new touches around the forge, using beer steins and flasks as decorations dedicated to Zuth. Hardly smith work, but a nice homage.

As always, they were full of curiousity about their god, "Zuth learned a hard lesson in his imprissonment," Luwida said stating what she knew to be obvious to get to a deeper point, "but is there a morale to learn from your follies and become stronger for it? Or is it more about humility?"
Greip scratched his chin as he worked on a new piece, the mix of smithing and theology coming more easily to them now, "Can't it be both?"

Kragg looks on approvingly at the decoration in the smith. You 2 have been busy while I was away. Tha tis good to see. Idle hands are the work of evil. If you want something done then you must do it for yourself and not expect anyone to do it for you.

Now as to your theological debate Greip has the right of it. In every story and teaching from Zuth there is never a clear cut answer to what he teaches his followers. This is by design as none of us truly understands Zuth's intentions and mind. Some of those lucky enough to have been in his graces for a long time may be able to understand more than others but even their wisdom is far from complete. As for this particular instance about when Zuth was imprisoned there are a couple of thoughts to expound on. Yes Zuth learned humility at his brother's hand. His own brother was cruel. There is also the fact that Zuth learned a lesson that while diplomacy and mediation is warranted, there is time for action and choosing sides. Also think on this, what would have happened if Zuth was never imprisoned by his brother? What side of the conflict would he have ended up on or would he still try to remain in the middle of his brothers' war.

Remember that every situation has 2 sides and we must strive to see the all encompassing actions from every direction. Only then can we see the true path that Zuth wishes us to follow. In those instances that we can not see the entire picture we pray to Zuth and follow is teachings as best we can.

Picking up a metal ingot he tosses it to Luwida, Now we can still debate while we work but I want to see you flatten and smooth it out for the reinforcements for the doors for the new outpost. I don't want the others to think that I have been slacking in returning here while they are exploring.

Assuming that we fast forward at some point, after spending the time kingdom building Kragg will still have close to 9 days left for the group to come back to Fasturvalt. I may be off in my math though so please correct me. For those 9 days Kragg will work at the forge and also perform any religious rites that may be needed. Owning the forge nets Kragg 4.4 gp each so he will have 39.6gp earned at that time.


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

After a few days at the forge Kragg goes to see Modnar to see how he fares and offer a business suggestion. Modnar, I need to speak with you. I was working today with Griep and Luwida and it got me thinking. What if we were abel to get some magical assistance from you. Would you be willing to aid in our endeavors?

There is a spell crafter's fortune that would give me a +5 to my craft check which equates to 5 sp a day. It is a level 1 spell. would you be willing to cast it on Kragg and I will split the proceeds with you? It doesn't amount to much but 2.5 silver a day on downtime is better than nothing.


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

Well that's settled then. Lets be off. A large part of Hannarr thought they were damned fools for trusting a kobold and would have been far more comfortable bringing back to Fastervault at the end of a rope, but, he supposed that would make them little better than the drow. And, since none of his companions seemed bothered by letting the little ...runt roam freely, Hannarr kept his misgivings to himself. He kept one hand on is rapier handle for the rest of the trip though...


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
GM Ridge wrote:

Modnar's words seem to reassure Miatha, and he heads off looking for an apprentice to strangle.

"But Master Goldrune!" Frelin-Sits-in-Back tried to explain, "you said we should find creative ways to hone our skills! And they're not hurt.... by the beard of my fathers, they might even behave better. Tiski and Landi are real brats, always stealing pies out of windows."
The fact that he just used 'By the beard of my fathers' a dwarven expression, in his defense certainly shows that dwarven culture is getting popular with the young.

The bright red in Modnar's cheeks blanches at the utterance of a dwarven oath from the young gnome, and the dwarf's extended index finger bends slightly. After a deep inhalation, Modnar replies, "No matter what sort your targets are, that is not the just way to deal with them. If you have seen them stealing, we should speak with the sheriff."

The wizard sighs a bit before continuing. "I know I often seem harder on you than your classmates, Frelin. While part of that stems from your behavior, I also see a great amount of potential in you. The ability to use both mage hand and ghost sound so well is proof of that. Your talents may be necessary one day to aid in the defense of your home and your family, and proper discipline is paramount to effective mastery of the Art. I hope you understand that."


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
Kragg Stoneheart wrote:
After a few days at the forge Kragg goes to see Modnar to see how he fares and offer a business suggestion. Modnar, I need to speak with you. I was working today with Griep and Luwida and it got me thinking. What if we were abel to get some magical assistance from you. Would you be willing to aid in our endeavors?

Modnar tilts his head and strokes his chin at Kragg's suggestion. "In what matter might I be able to assist at the smithy? I do not believe I know any spells that would be useful, apart from magically mending anything broken that comes to you."

I'm familiar with crafter's fortune, but Modnar doesn't have it in his spellbook as of now. Ridge, are you cool with my doing some independent research to add it?

The wizard snaps his fingers and begins speaking earnestly, "I had been meaning to ask you, Kragg. Would it be possible to use any of your smithing equipment for finer work? As you may recall, my father was a silversmith, and I'd like to keep my hands busy during some of our idle time."

I had been hoping to utilize Modnar's Craft (jewelry) at some point, and my long-term plans involve some item creation feats.


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 moves out to return to job of making their way back to Fastervault. "Runt, walk with me. I may be the only one in the group to speak your native tongue. Do you speak other languages as well? Perhaps as we walk you can tell me of the things you saw while you made your escape. Those places that stick out in your mind may help others point us to the Drow's location." Thinking that the scouts from the gnomes, skis'raal, and xan could well piece together where the kobold had come from. A long shot but still not out of the realm of possibilities.


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

Kragg ponders the use of the smith for such tasks as silver work. It may very well be possible to do such fine work at the forge. We have anvils of different sizes and the furnace can be adjusted to differing temperatures depending on the material used and the impurities in the sample. I would think it should prove adequate to the task.

Now as to what you could do for me at the forge, fixing broken items would be a boon but I was wondering as well if there was any magical insight you could bestow upon us to aid our work a bit more. Currently we are simply making iron bands for the doors for the new outpost. Simple enough task but any help would be appreciated. Once we have enough of them bands then we can fill the orders taken by Greip and Luwida earlier. Again all simple things that teach the basics to my apprentices. given time they will make fine smiths and it trained properly I hope someday to make the masters in their craft as well as devote followers of Zuth. Kragg ways this last part with some pride and really is more prideful than you have seen him ever be. Perhaps his true calling is leading a flock and training the next generation as he sees fit. Still finding the dwarves ancestral home takes precedence right now.


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 smiles at Kragg's obvious pride in his apprentices. "Indeed your followers seem to be taking to the work of the smithy. May their faith prove as strong as their skills. I will do some research to see what magic might be best able to assist the work of your forge."

I just looked up independent research costs for the first time, and the CRB suggests 1000 gp to work up a first-level spell without scrolls or a grimoire to work from. Ouch!


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

yikes that is outrageous. Never mind then as the 5 sp is not worth that much of an investiture.

Kragg smiles appreciatively at the praise from Modnar but speaks loud enough for his apprentices to hear him. They show talent but there is still some sword to be done with them. Pride is only as good as your ability to back it up. I don't want them to start thinking they are better off and better than they are with empty praise though. If they start thinking too much of themselves then I will see if they could start making some platemail armor and see how that works i t for them.


Fastervault
Kragg, your followers seem to take your lesson to heart, and throw themselves with renewed interest into theological study and smithing....
Luwida is quite proud as she gets her tasks done with quality. Deep gnomes and dwarves share pride in their craftsmanship it seems, or at least the ones of this town do.
Sure, let's go with your math on days and gold

Quote:
The wizard sighs a bit before continuing. "I know I often seem harder on you than your classmates, Frelin. While part of that stems from your behavior, I also see a great amount of potential in you. The ability to use both mage hand and ghost sound so well is proof of that. Your talents may be necessary one day to aid in the defense of your home and your family, and proper discipline is paramount to effective mastery of the Art. I hope you understand that."

Frelin seems surprised and humbled by your praise, "I... whatever magic I learn, I will try to use more wisely in the future, master Modnar. But... it is hard not to enjoy the feel of it. It's like nothing I ever really experienced before. We snivernibelin have innate magic, but this... this is different. I won it, earned it...thanks to your teaching of course, and I feel very alive when I get to use it." he admits, "But I'll try to be more prudent." There's an unspoken 'no promises' in his tone.

........................
THe Diplomacy group
Quote:
"Well that's settled then. Lets be off"

Hannar offers trust, but not foolishly so. Still, the offer itself seems to confused Runt.

Quote:
Ulfgar moves out to return to job of making their way back to Fastervault. "Runt, walk with me. I may be the only one in the group to speak your native tongue. Do you speak other languages as well? Perhaps as we walk you can tell me of the things you saw while you made your escape. Those places that stick out in your mind may help others point us to the Drow's location." Thinking that the scouts from the gnomes, skis'raal, and xan could well piece together where the kobold had come from. A long shot but still not out of the realm of possibilities.

"Learned some dwarf from dwarf slaves, I not sound as smart when use" He says in thick accent.

Runt does cause SOME problems. He tends to run behind Ulfgar or Dolgrin for protection at the slightest sound. He stuffs his face, and you catch him trying to steal food from the packs. It's obvious he is afraid of starvation. In those rare moments he does feel safe, he does sing... badly (Sounds like a bag pipe full of rusted metal)

Still, time passes, and nine days later....

Reunion!
Modnar and Kragg hear the cry, "The other dwarves have returned, the others have returned!"

The diplomacy party enters town, noting work under way going strong. A guard yells about their arrival and comes up to greet them. As soon as he sees runt, he draws his short sword and hisses and oath "Dragon Licking Perversion" It's clear deep gnomes, like surface gnomes, are not fans of Kobolds


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

Dolgrin raises his hands in a gesture of peace

Hold friends! he says in Undercommon

This one has been granted our protection. He has information about the foul Drow filth that infests the Azathyr. He calls himself Runt, and he is my guest.

Diplomacy: 1d20 + 9 ⇒ (9) + 9 = 18


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
GM Ridge wrote:
Frelin seems surprised and humbled by your praise, "I... whatever magic I learn, I will try to use more wisely in the future, master Modnar. But... it is hard not to enjoy the feel of it. It's like nothing I ever really experienced before. We snivernibelin have innate magic, but this... this is different. I won it, earned it...thanks to your teaching of course, and I feel very alive when I get to use it." he admits, "But I'll try to be more prudent." There's an unspoken 'no promises' in his tone.

Modnar's eyebrow arches as Frelin wraps up his reply. "I would not dare try to take that sense of wonder from a student. I ask only that you channel your energy in . . . constructive ways. Curiosity is what leads to advances in magic, after all."

The young dwarf rubs his bare chin reflexively. Among other things . . .

Dolgrin Tarnhammer wrote:

Dolgrin raises his hands in a gesture of peace

Hold friends! he says in Undercommon

This one has been granted our protection. He has information about the foul Drow filth that infests the Azathyr. He calls himself Runt, and he is my guest.

Diplomacy: 1d20 + 9 ⇒ (9) + 9 = 18

As Modnar bustles toward the city gates, he hears the hubbub prior to laying eyes on the kobold. Dolgrin's bold proclamation pierces the air, and the wizard pipes up in support. "If the rest of the Council has seen fit not to bind this kobold, I trust in their judgment. Also, unless I am gravely mistaken, a single kobold will be of minimal threat to an entire settlement."

Diplomacy, Aid Another: 1d20 + 1 ⇒ (11) + 1 = 12


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

Kragg hears the shouts and warnings sound and listens intently to what exactly they portend. Once it is clear that the approaching group is the dwarves and not enemies Kragg gives some small instructions for the rest of the day as he wipes the grime of the smithy from his face and use se create water to douse himself of the grime he had accumulated during the day. Arriving at the gates a bit after Modnar he is still in time to hear the proclamation of the Runt being a valued diplomat and not a threat.

Leaving the master be as it seems settled already Kragg instead delves into the matters at hand. Did you pass the group making their way to the east to build the outpost at the entrance to the Fungal Jungle? The council approved the claiming of the territoty and the beginning of the construction of the outpost. It should be completed by the end of the month and will be a valuable asset in exploring the rest of the jungle. Tell me though, did you make any advancement in improving relations between the Skis'raal and the mushrrom Men?


The Guard has lowered his weapon, but not put it away. "But sirs, It is a kobold! Once they swarmed these lands and attempted to forge an empire. Every deep gnome they found they tortured or sacrificed to their dragon gods. It was only until we were able to commit a purge of our own that their threat was finally ended because 'they' were finally ended."

Runt seems surprised, "we tried for empire? Huh. Dragon gods?" it as if he doesn't know much about his own culture. Doesn't stop him from hiding behind Dolgrin though.

Deputy Xath-Doesn't-Need-to-Look-Good-To-Get-The-Job-Done has arrived and snaps at the first guard who seems very badly tempted to ignore orders and slay the kobold, "You heard Councilman Tarnhammer, leave off."

"But..."
"I don't like the scaled scum either, but either we trust in the dwarves and council as we swore to, or we resign. Are you resigning?" Xath scratches at the side of his warted nose and gives the younger fellow a deep look.

"No, Deputy," The weapon is put back.

"Then go cool off," Deputy Xath orders, "I'll see someone covers your shift."
Grumbing the guard bows to the council members here, and then departs.

Xath looks at you all, "Sorry about that. Afraid you've brought an ancesteral enemy in our midst. It's going to be tricky to bury that much hate. Heck," the deputy's ugly face breaks into a grin, "I'd gladly carve him open myself if you folks weren't vouching for him. I'll put word out to the sheriff and others folks aren't touch him. The guard at least will obey. Not sure about every citizen." He looks at Runt, "Keep your wits about you, scaly. And don't betray the trust you've been shown or I'll break you over the stone myself."


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

"Runt, this is a good time to be on your best behavior. If it isn't yours and hasn't been given to you, leave it be. Most here are looking for a reason to take a swipe at you. Stay with me and don't be wandering off." Ulfgar explains to the kobold patiently in Draconic.

Greeting Kragg and Modnar warmly they exchange a few pleasantries before "Good Cleric Kragg, surely there must be some nectar of the gods here to be had. The dust of many miles is layered thick in my, er our throats"


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 is inclined to agree with the gnomes. In all the histories he has read, nothing good has come from interactions between dwarves and kobolds, or gnomes and kobolds, or, well, anyone and kobolds. But he needed the information trapped in the scaled little monster's head, so for now he would tow the line.

Switching subjectshe answers Kragg. Yes, we made much progress with the Ski'rall and Xan, he says proudly. Both parties are wary of the drow's machinations and have agreed to a cease-fire of sorts. The next step is to arrange a summit here in Fastervault to begin forging a lasting peace.

I'm glad to hear construction on our outpost has begun. That will be an important key for future exploration.

Hannarr takes a day to relax in Fastervault' hot springs and scrub away two months of travel, then he is back at it - visiting with their Skis'raal and Xan guests, updating his maps and gazeteers, planning out their next expedition, and pestering Ulfgar on how the "interrogation" of Runt is going.


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

Kragg quickly raises a toast to Zuth and fills up his stein to the brim to let Ulfgar quench his thirst form the long dusty road. Always ready to lend a hand or a mug of fine ale. It has been a long time and we are in need of better refreshment. Perhaps I should look into starting a brewery as well done here in addition to the smithy.

Indeed Hannarr, by the time we leave here for our next foray the construction should be complete and a strong defensive location if we need to regroup. It is only the first of many steps but it is an important one to our long term plans. Speaking of which, any leads on our true purpose down here?


Just posting to let you know I'm still paying attention. ;)


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

Looking pointedly at Runt and holding up his new bow "We just might, we just might afterall"

Ulfgar finds a quite place once they are settled in to talk with Runt, inviting Ivy, Miku, and the others who have traveled extensively.

Pushing a tankard of Kragg's brew to the kobold...
"Runt I know you said that you ran and hid, ran and hid, and went in circles. That's fine, you were scared and running for your life. Much of that will have been a blur, however some things would have stuck in your mind. Can you tell your story from when we met you, again back through the escape and what you remember of the camp you were in, geography-wise, that come to mind as you talk."

Ulfgar is hoping that the other scouts in the group may be able to make heads or tails of any spots he mentions to narrow the search down for the drow camp.


Runt roll 1d20 + 3 ⇒ (3) + 3 = 6

Everyone gets settled in, and most of the sniverniblin shoot the kobold suspicious or even violent looks, but tolerate him

Despite Ulfgar's attempts, Runt has a hard time remembering things, "Well, there was lots of mushrooms big ones...." Which does not help as it was called the Fungal Jungle after all, "There was Rothe, but stampede moved on....." At least you know there are cattle somewhere, but again, their movements mean his idea of where would be useless.... "I saw statue, but not sure where it is... three heads it had."

Knowledge Geography coupled with this gibberish might yet salvage it, but as you can see Runt's intelligence roll for memory was not the best.


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

To Kragg's question abou leads, Hannarr points his thumb to the rambling Runt in exasperation. That's our best lead so far. But I'm hoping the Ski'raal or Xan may be able to provide something more...concrete soon.

Nevertheless, HAnnarr takes Runt's scant insights to Fastervault's libraries and imposes upon the archivist there for references to a three headed statue in the fungal jungle near Rothe migration routes.

Know Geography: 1d20 + 2 ⇒ (13) + 2 = 15 + whatever bonuses you may see fitfor the gnomes help, or better yet, can I take 20?


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 follows Hannarr to the historian mentioning anything he can tie to the kobolds ramblings.

kn:Geography(aid another): 1d20 + 4 ⇒ (6) + 4 = 10

Asking the other scout to rack their brains as well.....


Huh. No reason you can't take 20 if I'm reading the rules right, and we do want to give the archaeologist a chance to shine.
With the help of new ally Miku, Runt (Sort of) Ulfgar, and some old notes in the former King's home, Hannarr pieces out that there is reference to a three headed statue and where it is located. Further north of that should be some way to get to Vothys or at least to a path to it.

Hex 806, two hexes south of the X is the location of the statue

Runt's story, and the confirmation from allies indicate that there are frequent dark elf patrols there. Thick.


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

While the others go about discovering the route and path ahead that he dwarves will need to tread upon Kragg talks to Dolgrin and tries to find out with the next step is in his mind. Since we are back I would recommend setting a course for Fasturvalt that will carry them through for the next 3-4 months. That way we can more fully explore the route ahead and understand what it is we are up against. The council seems willing to listen to our input and go with our suggestions. I made some recommendations already to them but they wanted to wait to hear what you all discovered before progressing further. The suggestions were mainly infrastructure and diplomatic overtures and creating a place here to hold ambassadors. If we give them the general outline of what we plan on then they can do the day to day governing while we are gone. what say you to that?


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

bump, anyone out there? Dolgrin, Modnar, its been 2 weeks?


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

Back in town, Ulfgar spends the days making rounds of the residents there. Checking on the mill to see how they were and to wink at a lass or two over at the tavern while checking on the goings on while they were gone from Ms Miatha. All the while trying his best "RUNT!, put that back." to keep Runt out of trouble.

Taking the kobold with him on a jaunt outside of town he ask the creature ""Runt, do you wish to stay with us or find your own way" We needed information from him but not sure he needs to stay in a location, where most would as soon cut his throat. However if he's meant to stay feel free to keep him around. Just became unsure as to how he would be acting in a hostile town setting.


Ulfgar certainly draws the eyes of many of the local deep gnomes. It appears some find dwarven men 'exotic', and others are impressed with dwarven heroism.

The mill has gotten restored, and some bitter looks from the owner pass on for the earlier damage. Keeping track of Runt proves to be eventful. He does have to be told not to steal, he doesn't seem to have a sense of right or wrong as dwarves know them to be sure, but he does defer to Ulfgar or any dwarf if caught.

"Runt has no place to go. Gnomes nasty , but not killing me. So is better here? Yes. Maybe if I hear of other free kobolds I find them. Until then. Runt stay."


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

At their next meeting, Hannarr unrolls his maps of the area on the council chamber table to propose their next sojourn.

We leave with the caravan tasked to build the new trading post ( which will need a name by the way. I think Fort Diamondhart has a nice ring to it). Should take us 9-12 days to reach the site depending on the caravan speed.

From there we strike out north into the the fungal jungle. We travel quickly through the areas we have already charted until we get here. He points to a spot just north of the Cave Fisher lair.

At this point we say goodbye to Miku, dispatching him back to Xan with an invitation to a peace talk in Fastervault. Meanwhile we strike north to the site of Runt's mystery statue and rumors of our enslaved kin. At some point along the way, our Skis'Raall friends also depart with their own invitation.

We return through this area here, expanding our knowledge of the jungle just a little bit more. Total round trip time from departing the fort until our return should be 42-45 days.

We would explore 0811, 0809(T), 0808, 0807, 0806(statue)on the way there, then 0906-8, 0910-11 on the way back


Dolgrin nods, at Hannar's evaluation, though he raises a brow should the suggestion of Fort Diamondhart come up, "Stoneheart's suggestion to leave standing orders for the remainder of the council while we go again seems prudent. And your path seems well thought out," Clearly the paladin seethes still with a desire to learn all they can about the missing dwarves.


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

Gathered together for the next sojourn Kragg has his materials in hand and orders for his apprentices to keep the forge going. Listening to Hannarr Kragg smiles at the name of the fort. While your plans are well laid I concur with all but the following. The name of the fort should simply be Fort Heart. It will grant hope to those who find security within. That and it encompasses both your and my clan.

Still regardless of the name of it Kragg is ready to push on and keep exploring the jungle for new information.


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

Looking over the maps, Ulfgar nods as Hannarr lays out the expedition time line and route, looking forward to being on the road once more.

Keeping Runt out of trouble was easier said than done; but once outside of the village temptations, the kobold could be quite a stealthy hunter and scout. going out on a limb a bit with that, reign me in if need beHis size and strangely enough his coloration down here blended quite well.

"Before we leave, it should be determined. Is this a scouting expedition or a rescue party. The time being now to decide, not in the heat of the moment when it could have all of us captured because of a moments hesitation. If possible I would say scout and attack before knowledge of our presence is known. The Drow have good scouts, we will not make many forays into the land without leaving behind a trace. Time will be precious once their camp is found and scouted."

GM:
How is the Pteranodon coming along? is it trusting of the group and trainable. At one point sounded as if it might grow to a size it could be used to scout with...


Ulfgar:
It's getting much bigger, but is still too small for you to ride it. it turns out it is indeed trainable though, and already comes when called/signaled, and seems to trust you very much. It likes you (And others with Animal handling) best, but it seems at the very least to tolerate the other dwarves.


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

Kragg hems and haws at the notion of this being a rescue attempt already. We do not know waht we are getting ourselves into down here. I would prefer this to be a scout/recon mission again until we are more able to determine waht we are going up against. However if we find an ample opportunity then we must take it as well.


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

His hands steepled in front of him upon the meeting table, Modnar nods at Kragg's response. "Indeed, we do not have the resources as yet to guarantee a victory without the proper intelligence on our enemy. We defended Fasturvalt primarily due to careful planning, and I see no reason to think we can do better at the end of our supplies' reach if we proceed rashly."

"That having been said, Hannarr's route and timetable seem sound to me. How long before the next caravan is ready to depart?"


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

I agree that we will have to make a decision once we are out there, based on what we find, and we cannot afford to be rash. Runt's intel, such that it is, does not give us enough to go on to do more than that. Bear in mind though that if the opportunity to free our kin does present itself and we don't take it, we are looking at almost two month before we can try again. I for one am not sure I could look those dwarves in the eye knowing I could have spared them two months of torture at the hands of the Drow.


Dolgrin fumes, then speaks, "Then... " His teeth grit, "Perhaps I should remain here. I'll attend to council needs within that plan. I fear if I go with you, I may not be able to merely restrict myself to scouting."


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

Before Dolgrin response
"Much as I expected, and well do I know most plans will not make it beyond the first engagement, but time has shown, when we have a plan it executes better and with fewer casualties."
After his response
Ulfgar bows towards Dolgrin "It takes great wisdom to know when your actions might cause more harm than the immediate good done. We will bring them back if able or a plan for how to do so.

Turning to Hannarr "why not have a separate caravan come behind to the outpost and bring our resupplies? To save a complete round trip if fortune prevails."


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

Kragg bows to Dolgrin's wishes, That would make sense and still keep you in a position to do right by your clan. There is much that needs to be done here to strengthen our position and you can give them that strength.

At the talk of the caravan, Indeed a return trip to Fort Heart would be quicker to resupply and with Dolgrin here, he will be our representative should they need guidance. Once at the fort then we can send messages as to what ew discovered and what may be needed int he future for growth and expansion.


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
GM Ridge wrote:
Dolgrin fumes, then speaks, "Then... " His teeth grit, "Perhaps I should remain here. I'll attend to council needs within that plan. I fear if I go with you, I may not be able to merely restrict myself to scouting."

Modnar nods solemnly to Dolgrin. "The wise know their limits. Also, given what transpired in our previous absence, keeping one of us here may be for the best."


Dolgrin nods, "It sounds as if your plans are made. I will make sure resupplies for the caravan is ready, and keep an eye out for any troubles here."


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

After the meeting is over Ulfgar take Runt and Ivy out for a scout around the city, trusting her eye and natural instincts to pick up that which he might still miss. It's also a good time to get a report from her without the city hanging on every word.

"So how have things been while we've been gone? The town got by before we came and likely still will long after the bunch of us gnome and dwarf alike are gone. What legitimate gripes have you heard or on the rare occasion what praises for what has been done so far? Is there something in the changes that have happened that have the people asking what about..." He lets the last trail off into a pregnant pause allowing Ivy to fill it in.

In the meantime they are working here
perception: 1d20 + 7 ⇒ (8) + 7 = 15
survival: 1d20 + 7 ⇒ (13) + 7 = 20
Looking for signs of the drow passing through or other dangerous creatures that might be moving into the area.


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

Upon the meeting's conclusion, Modnar makes for the Blue Bat to speak with Miatha. He heads to his usual corner table and orders a bowl of the house special stew.

"Lady Miatha, it appears that my colleagues and I will be heading back to the Fungal Jungle soon. During my absence, I will prepare my students accordingly, but I wanted to mention something about their upcoming lessons.

"A couple of the apprentices are, in my estimation, ready to move beyond the study of cantrips and attempt more complicated spells. I just wanted to give someone respected advance notice should clouds of mist begin emerging from the lecture hall without warning. Obscuring mist is the least hazardous spell I could come up with for their first attempt."

By the Powers, Frelin, mind yourself with this one!

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