Giants Reign (Inactive)

Game Master Tall Tale Teller

A land in ruins, overshadowed by powerful Giants. Rebuild your homeland and conquer your foes.


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Male Hobgoblin 39/39 hp; 15 AC 15; Fort +6; Ref +6; Will +2; BAB+3; CMD 18; CMB +5; Init +5 Ranger [Shape Shifter] 3

Missed a lot I guess.

Thank you for the aid Brennus.

Tagolan watches in awe as the tunnel collapses. Then will proceed to announce to everyone he found fifteen daggers, so the weapon supply has gone up, or they could be used to melt down and build other weapons. He decides to take a closer look at the staff, but decides that he needs some kind of magic to figure out if it is magic.Not quite trusting the sorcerer who wanted to be duke, he asks Rodia and Brennus if they know how to identify a possibly magic item.

After he is done trying to learn about the staff, he goes around, asking anyone if they will go hunting with him.

Grand Lodge

Female Human Rose: Arcane Assassin | HP 29/32 | Init +4 | AC: 16 (Tch 14, Fl 12) | F: 2 R: 8 W: 1 | Perc +7. SM: +4 | Active conditions: None |

Rose looks at the collapsed tunnel. Well, that was an exciting first day on the job wasn't it! But everything is fine now thanks to the efforts of our brave miners, give them a hand!

Rose starts to clap for them. Still, it's getting late, I think we should adjourn the evening and get some much deserved sleep before we start work tomorrow. Rose glances over at the staff and takes a quick moment to try and identify it Spellcraft: 1d20 + 8 ⇒ (11) + 8 = 19 before walking back towards her pile of belongings and strips off her armor and weapons before laying down on her bedroll, her body and mind exhausted from the adrenaline that had been flooding her body.


Male Tiefling Investigator (Empiricist) 4 | HP: 34/40 | AC: 18 (14 Tch 14 Ff, +1 Dodge vs Traps) | CMD: 18 | F: 3, R: 8 (+1 vs Traps), W: 4 (+2 vs Illusions) | Init: +6 | Perc: +11 (13 vs Traps), SM: +11 | Inspiration: 3/6

After the dust has settled, Lershoth will approach the rubble and study it to try and make sure that the new blockage looks like it will hold.

knowledge: engineering: 1d20 + 8 + 1d6 ⇒ (7) + 8 + (2) = 17
Not sure if that's engineering or dungeoneering, my bonus is the same on both.

After learning what he can about the stability of the collapsed tunnel, Lershoth hearing Rose mention sleep decides that going back to his nap sounds like a wonderful idea

He heads back to his lab, seeing some people poking around his equipment:
Hey! The trouble has passed, unless you have a reason to be in here, get out! You wool-heads are either going to cause something to blow up or, worse, break something.

Grand Lodge

Female Human Rose: Arcane Assassin | HP 29/32 | Init +4 | AC: 16 (Tch 14, Fl 12) | F: 2 R: 8 W: 1 | Perc +7. SM: +4 | Active conditions: None |

Rose wakes up in the morning and starts making a list of things to do. She gets the blacksmiths and workers to start building up a good smithy,

She needs somebody to start training a small portion of the population in fighting, thus to take between 5 to 10 People and start training them to act as a guard force. Right now she'll take the first volunteer that she knows can fight.

She goes to the Lersoth's lab and leaves some notes to get him started on making the plant food (dc 20 to craft) I'd like you to take on a few apprentices, we'll be needing a bunch of this quickly and I want to get a good food source going. I'll give the hunters a list of the ingredients needed.

Rose moves to the hunters happy to see they slept instead of leaving and hands them a list. I want you to keep an eye out for these. They're needed for the fertilizer I mentioned during the debates. Good luck out there, when you come back I need to talk to you about taking some apprentices.

Rose thinks before going to search out Jalel about what he might need for his experiments, after discussing it with him for a bit she goes and lays down after several hours of tromping this way and that in the cavern. Gonna be gone for a few hours figured I'd do this as a jumping off point to get people organized. Also, some NPC stats would be good so that we can have miners doing their thing, etc etc

After half an hour she smacks herself and rushes off to get the miners digging new rooms, shelf beds cut into the walls and keeping an eye out for valuable minerals the survivors can use.


Male Goblin Gunslinger 4

Benny would volunteer to start teaching the populace in the basic rules of combat. Asking to make use of the daggers for the guards so they can be armed with something sharp. If accepted, he'd spend the day drilling his pupils in proper blade use, stealth tactics, and combat maneuvers.


Male Tiefling Investigator (Empiricist) 4 | HP: 34/40 | AC: 18 (14 Tch 14 Ff, +1 Dodge vs Traps) | CMD: 18 | F: 3, R: 8 (+1 vs Traps), W: 4 (+2 vs Illusions) | Init: +6 | Perc: +11 (13 vs Traps), SM: +11 | Inspiration: 3/6

Alright Rose, I do believe I can do that.

With that Lershoth begins the day by working out few different formulas that might successfully allow plants to grow:
Craft:Alchemy: 1d20 + 12 + 1d6 ⇒ (12) + 12 + (1) = 25
Increasing DC by 5 to speed up. Spent point of Inspiration

With a few different ideas in mind he copies down the basics of each formula twice, and then drops a copy off to Jalel's Room with a note attached.

Note to Jalel:
Jalel,
Below are a few different ideas I had on crafting various types of plant food, unfortunately I don't know much about gardening but I recall hearing that you have some skills in those matters. When you get a chance might you consult the below list and make note of which you think would prove to be the most effective given our current (and projected) gardens. I don't want to waste time trying to make these if you don't believe they will work.
-Sherloth

Below the note is a list of a few different formulae with the ingredients contained, a basic description of the preparation process, along with Sherloth's best guess at the traits each might exhibit on the growing of food.

Lershoth then goes out to find people who have an interest in Alchemy Diplomacy: 1d20 + 10 + 1d6 ⇒ (10) + 10 + (2) = 22 and gathers those that he can back in his lab.
Spending another point of inspiration for the diplomacy roll.

His tail swishes agitatedly as he stands before the group of volunteers, unsure how to begin.
Right then, so while we currently lack the supplies and full knowledge to begin creating plant food, I think it would be best to begin getting you all aquatinted with the basics of Alchemy and what you can and can't do. First we will start with basic laboratory safety...

Lershoth will spend the rest of the day teaching them about lab safety and about the various laboratory equipment.


Rose:
Miners
Medium Humanoids
Expert level 3 (skill points 21) Miner
Init +1; Senses ; Perception +8
DEFENSE
AC 13, Touch 11, flat footed 12 ( Leather, Shield, none)
(+1 Dex, +2 armour)
hp 22 (0d8+3d8+3+3+3);
Fort +2, Ref +2, Will +3

OFFENSE
Speed 30
Melee
Single Attack Pick, light +3 (1d4+1 X4)
Full Attack
Pick, light +3 (1d4+1 X4)
Unarmed strike-3 (1d2)
Space 5ft.; Reach 5
Special Attacks

STATISTICS
Str 12, Dex 12, Con 12, Int 10, Wis 10, Cha 9
Base Attack 2 CMB 3 ; CMD 14
Feats
Alertness: +2 Perception +2 Sense motive,
Armour Prof Light,
Back to Back (Team): While you are flanked and adjacent to an ally with this feat, you receive a +2 circumstance bonus to AC against attacks from opponents flanking you.,
Simple Weapon Proficiency,
Toughness: +3 Hit points or +1 per hit dice
Skills Escape Artist 7, Handle Animal 3, Intimidate 4, Know Arch & Eng 4, Know Dungeon 6, Perception 8, Perform Sing 1, Profession Miner 9, Sense Motive 4,
Languages Common, Dwarven
Number of 45

Carpenters
Medium Humanoids
Expert level 3 (skill points 24) Carpenter
Init +1; Senses ; Perception +7
DEFENSE
AC 13, Touch 11, flat footed 12 ( Leather, Shield, none)
(+1 Dex, +2 armour)
hp 13 (0d8+3d8+-3+3);
Fort +0, Ref +2, Will +4

OFFENSE
Speed 30
Melee
Single Attack Hammer, light +2 (1d4)
Full Attack
Hammer, light +2 (1d4)
improvised weapon-3 (1d3)
Space 5ft.; Reach 5
Special Attacks

STATISTICS
Str 10, Dex 13, Con 9, Int 13, Wis 12, Cha 8
Base Attack 2 CMB 2 ; CMD 13
Feats
Armour Prof Light,
Master Craftsman: Add 5 ranks in any craft or profession skill,
Self Sufficient: +2 Heal +2 Survival,
Simple Weapon Proficiency,
Skill Focus (Craft): +3 Craft
Skills Appraise 5, Craft 5, Craft Sculpture 4, Craft Wood Working 9, Diplomacy 3, Heal 4, Know Nature 2, Perception 7, Profession Carpenter 9, Survival 6, Use Rope 6
Languages Common, dwarven, Elven
Number of 25

Engineers
Medium Humanoids
Expert level 3 (skill points 27) Forger
Init +1; Senses ; Perception +9
DEFENSE
AC 13, Touch 11, flat footed 12 ( Leather, Shield, none)
(+1 Dex, +2 armour)
hp 16 (0d8+3d8+3);
Fort +1, Ref +2, Will +3

OFFENSE
Speed 30
Melee
Single Attack improvised weapon +1 (1d8-1)
Full Attack
improvised weapon +1 (1d8-1)
Unarmed strike-5 (1d2-1)
Space 5ft.; Reach 5
Special Attacks

STATISTICS
Str 9, Dex 12, Con 10, Int 14, Wis 10, Cha 10
Base Attack 2 CMB 1 ; CMD 12
Feats
Armour Prof Light,
Simple Weapon Proficiency,
Skill Focus (Disable Device): +3 Disable Device,
Skill Focus (Know Engineering): +3 Engineering,
Skill Focus (Perception): +3 perception
Skills Appraise 7, Bluff 6, Diplomacy 3, Disable Device 7, Intimidate 2, Engineering 9, Know History 4, Know Local 3, Know Nobility 2, Linguistics 6, Perception 9, Sense Motive 6, Stealth 7
Languages Common, Elven
Number of 8

Blacksmiths
Medium Humanoids
Expert level 3 (skill points 27) Blacksmith
Init 0; Senses ; Perception +-1
DEFENSE
AC 12, Touch 10, flat footed 12 ( Breastplate, Shield, none)
( +2 armour)
hp 16 (0d8+3d8+3);
Fort +1, Ref +1, Will +2

OFFENSE
Speed 30
Melee
Single Attack Hammer, light +3 (1d4+1)
Full Attack
Hammer, light +3 (1d4+1)
improvised weapon-2 (1d3+1)
Space 5ft.; Reach 5
Special Attacks

STATISTICS
Str 13, Dex 10, Con 11, Int 14, Wis 9, Cha 8
Base Attack 2 CMB 3 ; CMD 13
Feats
Armour Prof Light,
Simple Weapon Proficiency,
Skill Focus (Appraise): +3 Appraise,
Skill Focus (Craft Weaponsmith): +3 Craft Weaponsmith,
Skill Focus (Profession): +3 Profession
Skills Appraise 8, Bluff 5, Craft Armourer 8, Craft Blacksmith 11, Craft Weaponsmith 11, Diplomacy 5, Intimidate 5, Know Local 8, Perception 4, Profession 5, Profession Merchant 5,
Languages Common, Dwarven
Number of 5

Rouges/Scouts
Rogue level 2 Scout
(Scout )
Init +2; Senses ; Perception +5
DEFENSE
AC 14, Touch 12, flat footed 12 ( Leather, Shield, none)
(+2 Dex, +2 armour)
hp 14 (0d8+2d8+2);
Fort +0, Ref +5, Will +0

OFFENSE
Speed 30
Melee
Single Attack Dagger +2 (1d4+1/19-20)
or Crossbow, light +3 (1d8 /19-20 X2)
Full Attack
Dagger +2 (1d4+1/19-20)
improvised weapon-3 (1d3+1)
or Crossbow, light +3 (1d8 /19-20 X2) range 80
Space 5ft.; Reach 5
Special Attacks
Sneak Attack Sneak attack at an extra (D6) 1

STATISTICS
Str 12, Dex 15, Con 11, Int 14, Wis 10, Cha 10
Base Attack 1 CMB 2 ; CMD 14
Feats
Fast Stealth: Move at full speed while sneaking,
Armour Prof Light,
Evasion: No damage on reflex save,
Simple Weapon Proficiency,
Stealthy: +2 Escape Artist +2 Stealth,
Weapon Focus(Ranged): +1 attack rolls
Skills Acrobatics 7, Appraise 6, Bluff 4, Climb 6, Diplomacy 0, Disable Device 7, Disguise 4, Escape Artist 9, Intimidate 4, Know Dungeon 2, Know Local 6, Linguistics 7, Perception 5, Sense Motive 5, Sleight of Hand 6, Stealth 9, Swim 1, Use Magic Device 0
Languages Common, Elven

SPECIAL ABILITIES
Evasion Reflex save no damage instead of 1/2
Trapfinding Can find magical traps
Trapfinding-2 A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1).


Male LN Human Battle Host 3 | HP: 27/27 | AC: 18 (12 Tch, 16 Fl) | CMD: 14 | F: 4 R: 3 W: 4 | Init: +2 | Perc: +7 SM: +7 | Active conditions: +1 to saves; +2 to Dex; Abj: 3; Trans: 3 |

Brennus spends the next day inspecting the cavern's arms and armament, looking for rust or other signs of wear. Cataloging and sorting them in groups of "in good condition", "needs repair", and "unusable".

Appraise: 1d20 + 7 ⇒ (14) + 7 = 21


Rose:

Soldiers
Medium Humanoids
Fighter level 2 soldiers

Init +1; Senses ; Perception +1
DEFENSE
AC 15, Touch 11, flat footed 13 ( Studded Leather, Shield, buckler 1)
(+1 Dex, +3 armour)
hp 21 (0d8+2d10+4+2);
Fort +5, Ref +1, Will +0

OFFENSE
Speed 30
Melee
Single Attack Spear +5 (1d8+2 X3)
or Crossbow, light +1 (1d8 /19-20 X2)
Full Attack
Spear +5 (1d8+2 X3)
Sword, short-2 (1d6+1/19-20)
or Crossbow, light +1 (1d8 /19-20 X2) range 80
Space 5ft.; Reach 5
Special Attacks

STATISTICS
Str 15, Dex 13, Con 14, Int 12, Wis 10, Cha 10
Base Attack 2 CMB 4 ; CMD 15
Feats
Combat Expertise: You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your AC. Every +4 base attack penalty increase by -1 and dodge by +1 ,
Power Attack: You can choose to take a -1 penalty on all melee attacks and combat maneuver checks to gain a +2 bonus on all melee damage rolls. Every +4 base atack penalty increases by -1 and damage by +2,
Armour Prof Heavy,
Armour Prof Light,
Armour Prof Medium,
Cleave: Get extra attack if hit monster to adjacent foe, -2 AC until your next turn ,
Martial Weap Prof,
Shield Proficiency: Can use shields,
Simple Weapon Proficiency,
Tower Shield Proficiency: Can use the tower shield and suffer only normal shield skill penalties,
Weapon Focus: +1 to attack rolls
Skills Climb 6, Handle Animal 0, Intimidate 5, Know Arch & Eng 1, Know Dungeon 1, Perception 1, Ride 6, Survival 4, Swim 0
Languages Common, dwarven

SPECIAL ABILITIES
Bravery Save vs fear + 1

Number of 10

Rouges number 2

Cooks
Medium Humanoids
Expert level 2 Cook
Init 0; Senses ; Perception +8
DEFENSE
AC 10, Touch 10, flat footed 10 ( No Armour, Shield, none)
hp 13 (0d8+2d8+2+2);
Fort +1, Ref +0, Will +4

OFFENSE
Speed 30
Melee
Single Attack Dagger +2 (1d4/19-20)
Full Attack
Dagger +2 (1d4/19-20)
Unarmed strike-5 (1d2)
Space 5ft.; Reach 5
Special Attacks

STATISTICS
Str 11, Dex 10, Con 12, Int 10, Wis 13, Cha 9
Base Attack 1 CMB 1 ; CMD 11
Feats
Alertness: +2 Perception +2 Sense motive,
Armour Prof Light,
Simple Weapon Proficiency,
Weapon Focus: +1 to attack rolls
Skills Gather Information 4, Intimidate 4, Know Local 5, Know Nature 5, Perception 8, Profession Cook 6, Sense Motive 7, Survival 5
Languages Common
Number of 2


Brennus you see 12 good short swords, 6 simple spears, and fourteen light hammers.

You see 14 short swords, 8 simple spears that need repairs.

It looks like nothing is unusable.


Male Hobgoblin 39/39 hp; 15 AC 15; Fort +6; Ref +6; Will +2; BAB+3; CMD 18; CMB +5; Init +5 Ranger [Shape Shifter] 3

Tagolan will for now use the staff as a walking stick, and begins to scout on his own, letting Rose know before he left.

stealth: 1d20 + 13 ⇒ (4) + 13 = 17
survival: 1d20 + 7 ⇒ (2) + 7 = 9
Knowledge geo: 1d20 + 7 ⇒ (9) + 7 = 16
WHY do the dice hate me?!

Grand Lodge

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Female Human Rose: Arcane Assassin | HP 29/32 | Init +4 | AC: 16 (Tch 14, Fl 12) | F: 2 R: 8 W: 1 | Perc +7. SM: +4 | Active conditions: None |

Alright but before going too far grab your friend from last night so you get some hunting done.


Male Hobgoblin 39/39 hp; 15 AC 15; Fort +6; Ref +6; Will +2; BAB+3; CMD 18; CMB +5; Init +5 Ranger [Shape Shifter] 3

Alright. Tal, you in?

survival: 1d20 + 7 ⇒ (14) + 7 = 21
Knowledge geo: 1d20 + 7 ⇒ (16) + 7 = 23
stealth: 1d20 + 13 ⇒ (19) + 13 = 32 I am invisible! You know from an RP perspective, my character may think it is that staff. It's a staff of invisibility.

Grand Lodge

Female Human Rose: Arcane Assassin | HP 29/32 | Init +4 | AC: 16 (Tch 14, Fl 12) | F: 2 R: 8 W: 1 | Perc +7. SM: +4 | Active conditions: None |

Miners mining: 1d20 + 9 ⇒ (3) + 9 = 12

The first day closes out with Lersoth Training some alchemists, Benny and brennus putting putting the lads through their paces, tal and tag presumably hunting and the miners adding 1 bp of stone (if I understood TTT's rules correctly. Let me know if anybody joins them.

Is it half for every person helping, or is it just at 3 it takes half the time?

Edit: Also I've added the rules checks and such to Rose's character sheetfor easy access.


Male Hobgoblin 39/39 hp; 15 AC 15; Fort +6; Ref +6; Will +2; BAB+3; CMD 18; CMB +5; Init +5 Ranger [Shape Shifter] 3

Doing a 10 day hunting trip so 2 fp. Then I will find a direct apprentice for a hunter. Figure bring in as much as possible. Also I am scouting as well.


Rose Reneva wrote:

[dice=Miners mining]1d20+9

The first day closes out with Lersoth Training some alchemists, Benny and brennus putting putting the lads through their paces, tal and tag presumably hunting and the miners adding 1 bp of stone (if I understood TTT's rules correctly

Yep. For now I am going to do things one day at a time. While we adjust. So day 1 finished. Now it is day 2. What is everyone doing today? Feel free to role play it out more. You don't have to just say I do X then go quiet. I'll still have little events (And big ones too) happen throughout the day.

Grand Lodge

Female Human Rose: Arcane Assassin | HP 29/32 | Init +4 | AC: 16 (Tch 14, Fl 12) | F: 2 R: 8 W: 1 | Perc +7. SM: +4 | Active conditions: None |

how much progression does it take for somebody to learn a skill vs a class? And so it decreases by half for every extra person on a job?

Rose looks around the cavern in the morning then goes to meet with the builders starts considering who to have reporting to who so she doesn't have to do everything herself. She sets them to the task of building the smithy and thinks that everything needs to be run off more than just the Duchess said, she needed help. She stopped a boy and asked him to run the cavern, telling all the people who didn't already have jobs that Rose wants volunteers to represent the various groups that he could talk directly to to get the results.


Male Hobgoblin 39/39 hp; 15 AC 15; Fort +6; Ref +6; Will +2; BAB+3; CMD 18; CMB +5; Init +5 Ranger [Shape Shifter] 3

On the second day of his hunt, with Tal I assume Tagolan finds plenty of rats, and even runs afoul of a sleeping wolverine, which Tagolan kills for the meat, lamenting the loss of a noble beast.

stealth: 1d20 + 13 ⇒ (18) + 13 = 31 Twice now the staff has made me invisible.
perception: 1d20 + 7 ⇒ (5) + 7 = 12
survival: 1d20 + 7 ⇒ (11) + 7 = 18
Knowledge Geo.: 1d20 + 7 ⇒ (2) + 7 = 9


Rose Reneva wrote:
how much progression does it take for somebody to learn a skill vs a class? And so it decreases by half for every extra person on a job?

1st Question: Depends on how much you focus on learning something. If a you focus on learning a skill everyday all day, you will progress faster. a couple weeks maybe a little longer, depending (Magic could take a while longer)If you train a little a day it could take months. Again, depending. Things like cooking, even practicing a little a day, especially with a teacher. You could pick up the basics in a week or so. Usually for a PC, what it amounts to is 3 days for retraining a skill and a full 5 days for Feats, with a proper trainer/teacher. Double the time for someone without a trainer/teacher but with a partner. Triple the time for teaching yourself. But that's because the PC's are special. NPC's take longer for most things.

2nd Question: Yes. But that only applies with the main party. I am going to go by a bit different rules for groups of NPCs, I have decided.

If a group of NPCs attempts something, then I will give them a DC to beat as a group. they will roll a Dice of 100,+ their skill in said craft. If they beat the given DC, then the job they are doing will get done in 1/4 the time. Though all jobs need at least a certain amount of folks to work on it for this to even be possible. If three people try to build a large wall, that would take 10 days to build by a group. Then even if their dice rolls are good, the progress will still be very little.

Also Rose the BP was not earned since all the stone is staying put to block off the fog. Your not sure if the whole tunnel collapsed or only some. It would be risky to remove enough for a whole 1 BP.

resource gatherers would need to beat DC 50 To have a good day.
A good day will earn 1 BP. A great day beating 65 will get you 2 BP that day. You need to let them rest though once every 3 good days and twice every 3 great days. Otherwise they will take a heavy penalty.
Day 1 Rock Gathering: 1d100 + 9 ⇒ (23) + 9 = 32

Rose, you will roll at the end of each day for the NPC groups you send out.

Sorry, the fog must have messed up their day.

By the way, I do reward creativity.


Male Tiefling Investigator (Empiricist) 4 | HP: 34/40 | AC: 18 (14 Tch 14 Ff, +1 Dodge vs Traps) | CMD: 18 | F: 3, R: 8 (+1 vs Traps), W: 4 (+2 vs Illusions) | Init: +6 | Perc: +11 (13 vs Traps), SM: +11 | Inspiration: 3/6

2nd Day of Training:
Lershoth walks in on his new Alchemist recruits with his tail twitching in excitement.

Alright, well you should all know the basics of safety and what everything does, or at least have an idea of how things go. Let's get started then, if you want to make something basic, it's often best to find an ingredient that's cheap and plentiful, there's no reason to waste when the quality of your product doesn't need it. This is especially important given our current situation, where resources are limited. All the same, don't go trying to shirk too much, especially with more dangerous reactions... Lershoth continues on lecturing before having them begin practice.

Later that day:
AND that is why you measure things out precisely! A minor explosion could be heard coming from the lab with small amounts of smoke wafting out. If you had added much more and you would have likely done more than scorched the table... Don't give me that look, I TOLD you to be careful. Alright, everyone, let's try it again, this time, "measure".


Just so you know Lersoth, you have 5 apprentices. They were miners. But they wanted to learn something new. One of them is a Dwarf. And a surprisingly open minded one. at least in regards to you.

This teacher student stuff could be a lot of fun to role play.

Grand Lodge

Female Human Rose: Arcane Assassin | HP 29/32 | Init +4 | AC: 16 (Tch 14, Fl 12) | F: 2 R: 8 W: 1 | Perc +7. SM: +4 | Active conditions: None |

After walking around for a bit and checking on things Rose walks up to the alchemist lab. She very quietly looks in and makes sure nothing volatile is in the works before walking in. How are things going here?


M Catfolk Swashbuckler 4 | AC:18 | HP: 46 | Init:+6 | Perc:+9 | Fort:+2 Refl:+10 Will:+2

Talirin would assist with the hunting at this point.
perception 1d20 + 8 ⇒ (9) + 8 = 17
stealth 1d20 + 12 ⇒ (19) + 12 = 31
survival1d20 + 0 ⇒ (9) + 0 = 9

Working with Tagolan, Talirin's main job is to follow his lead in finding the prey, then taking over for ambushing and dispatching them.

They make a deadly pair, though their main enemy are rats at this point!


Talirin wrote:

Talirin would assist with the hunting at this point.

perception 1d20+8
stealth 1d20+12
survival 1d20+0

Working with Tagolan, Talirin's main job is to follow his lead in finding the prey, then taking over for ambushing and dispatching them.

They make a deadly pair, though their main enemy are rats at this point!

That's how you know your early in an RPG. Haha.


Female Half-Elf Magus 3

After making sure everyone is fine fron the recent incident Rodia searches for Rose. When she finds her in Lershoth's lab she waits outside for Rose to exit.


Male Hobgoblin 39/39 hp; 15 AC 15; Fort +6; Ref +6; Will +2; BAB+3; CMD 18; CMB +5; Init +5 Ranger [Shape Shifter] 3
Talirin wrote:

Talirin would assist with the hunting at this point.

perception 1d20+8
stealth 1d20+12
survival 1d20+0

Working with Tagolan, Talirin's main job is to follow his lead in finding the prey, then taking over for ambushing and dispatching them.

They make a deadly pair, though their main enemy are rats at this point!

And a sleeping Wolverine! As for the Master apprentice thing. Yes yes it will be fun. Talirin. Want to help me begin the Ranger Corps?

Tagolan during the second day notices that Talirin seems to also be moving like him and to the rats they are invisible. Two days of such invisible movement? No one is that good. What is new though. It's the Staff. It must make us invisible! But then why affect two people. no we just must be good, but when we come back having been so amazing, I need to figure out what this staff does.


Male Goblin Gunslinger 4

Benny continues his second day of instructing the new guard, Now instructing them in the use of a shortsword. "Okay, okay, Yesterday was okay. Benny thinks you all were a little rusty, but Benny expected that. We'll be working with shortswords today, as you'll need to get a feel for which weapon you'd rather use."

Benny drills the men and women in how to thrust and parry. The training goes rather well, with little to no horseplay from the guards.

After the day is over, Benny goes to see Lershoth with a request for more blackpowder if he can find the components to make more.


M Catfolk Swashbuckler 4 | AC:18 | HP: 46 | Init:+6 | Perc:+9 | Fort:+2 Refl:+10 Will:+2

Talirin would help with the ranger corp, you have just to ask :). I think he could focus on the martial training...and maybe stealth while you can focus more on the enemies weak point (favored enemy - rats) as well as track, identifying animals and the more rounded parts of the ranger duties.
My guys is a bit more of a straight forward fighter with a few rogue skills.

That's 13 rats for me T and 11 for you. You best keep up if you want the title of RATSLAYER!! he jests.


M Catfolk Swashbuckler 4 | AC:18 | HP: 46 | Init:+6 | Perc:+9 | Fort:+2 Refl:+10 Will:+2

So what do you think of Rose so far? She seems nice but I don't trust her yet.

After a brief pause, To be honest I am a bit of a free spirit. One day I hope to roam the land above...with fresh open air. Maybe a few fellow hunters to roam with to share some fresh roasted meat with. My human father used to tell me about something called pigs...he said you roasted them and they were delicious. I wonder if I will ever get to eat one.
Rats, rats, and more rats...good gods what I would do for some fresh piggy.


Male Tiefling Investigator (Empiricist) 4 | HP: 34/40 | AC: 18 (14 Tch 14 Ff, +1 Dodge vs Traps) | CMD: 18 | F: 3, R: 8 (+1 vs Traps), W: 4 (+2 vs Illusions) | Init: +6 | Perc: +11 (13 vs Traps), SM: +11 | Inspiration: 3/6

Noticing Rose:
Things are well... things are going well actually. Only three minor explosions, two cases of slight poisoning, and no one has cut themselves yet. All in all, slightly better than I expected out of this lot. Today I have them trying to make a water purification sponge, I doubt even with the lot of them together they will finish but it's simple enough and would be a useful item if they manage to finish one.

Gets in close to Rose to whisper:
Surprisingly the Dwarf, Ingra, has been rather compliant and has not made any jokes about my tail. Further she has shown some of the best progress so far.

I'm hoping, given a few more days, maybe a week they will be ready to help start producing plant food... but we shall see. Either way I. Plan to give them one of the more basic formula's I made and have them practice with it. It would be good to get on it sooner, rather then later I think.

Turning back to the group, noticing they had momentarily stopped working:
So you think you've finished it have you? Whose going to be the brave soul who is willing to test it out? I've got some water that I got from a mentor of mine that has samples of some of the trace diseases we first encountered when arriving in the caves, that should do nicely to test the sponge on.

Actually, how about you all try it out, the sponge if done correctly should purify plenty enough for each of you.

Sherloth smiles at the students.


Male Tiefling Investigator (Empiricist) 4 | HP: 34/40 | AC: 18 (14 Tch 14 Ff, +1 Dodge vs Traps) | CMD: 18 | F: 3, R: 8 (+1 vs Traps), W: 4 (+2 vs Illusions) | Init: +6 | Perc: +11 (13 vs Traps), SM: +11 | Inspiration: 3/6

Lershoth points Benny to a small cave recess in the back of the lab.

They used to store some of the black powder back there so that it was separate from everything else. If there is anything left its going to be pretty old and would likely be too unreliable for actual combat, but it might work for training purposes.

I'm not sure we have the proper supplies to make gun powder and I've only ever read about it, so I'll have to check and see. Come back tomorrow and I'll let you knowing it's feasible or not.

Not sure why the craft DC is on gunpowder, the book says its alchemical and cost 10gp (market) for a single dose of it but lists no DC to actually make it. Also not sure, as Benny mentioned, if we have supplies for that. Finally, doesn't the Gun Smithing feat give you (Benny) the ability to make it with no checks required?


Male Fetchling (Kayal) Sorcerer Level 5, HP: 33/33, Init: +2, Fort+2 (+2 vs. Poison/Sleep) /Ref +3/Will+4, Bab.+2, CMD:15,

Jalel examined the note that Lershoth had left him.
Craft Alchemy: 1d20 + 2 ⇒ (11) + 2 = 13 He had had no real formal training on the matter, as such he would have to make his best guess and then conform with the Tiefling alchemist on the matter. Perhaps even learn some of his trade along the way.

He had let the events of the day before slip by without much intervention. Though he had considered making a move to initiate some discontent into Rose's leadership with her first primary task being to go out hunting, he had thought better of it.

And a good thing too. Had I moved that soon, not only would I have seemed angry and discontent about losing, she would have seemed even more the hero for the crisis she had helped to avert. No, best to avoid such unnecessary self discrediting.

He looked out at his handful of pupils he had recruited yesterday. He had chosen a handful of the healthiest and the more amenable ones to him. None had thought about learning before, there had been no obvious methods to ensure plant growth until recently. He had clearly missed an opportunity to try and calm the general populace down during the hurried events of yesterday, showing them he could have been a figure to turn to in times of need.

So be it. he thought contentedly, returning his attention to the task at hand. He had enough for the moment.

"Now I can understand your hesitance as to what level of difference you think you'll make taking up gardening, but I assure you it will be worth it. The first thing you should all know is that gardening is not a fast task. You will not see the results as you would with crafting, mining, building, or repairing things. For those tasks are for making inanimate objects, tools to be used, or simply gathering raw gathering materials. Instead, I will be teaching you something far more valuable. Here, you will be learning to create life.

It will not be simple, for creating life requires certain environmental circumstances. In a way, this will be far more demanding of you than it would be if you were to start on the surface. For down here, you must create your own environment. However, down here, there is also the advantage of our environment being much more controlled.

During this time, I hope to teach you all to have a certain level of will power and patience. This process, no matter how much you wish it, no matter how desperate you are, cannot be rushed. However you may find that the plants will not grow at the same time. Circumstances can be made ideal and encourage more positive growth.

Today, I will demonstrate how to properly set about planting your seeds. What kind of soil you need, how deep to plant the seed, how much water to use, and the nutrients required. Later, I will have you all begin your own section of the garden and then we will see how well you have picked up what I taught you. This does not mean you will have to stop your other duties, however. Initially, you will find you only have to spend a portion of your day making sure the plants are properly taken care of. Now let's begin."

Profession Gardener: 1d20 + 6 ⇒ (14) + 6 = 20


Male Hobgoblin 39/39 hp; 15 AC 15; Fort +6; Ref +6; Will +2; BAB+3; CMD 18; CMB +5; Init +5 Ranger [Shape Shifter] 3
Talirin wrote:

So what do you think of Rose so far? She seems nice but I don't trust her yet.

After a brief pause, To be honest I am a bit of a free spirit. One day I hope to roam the land above...with fresh open air. Maybe a few fellow hunters to roam with to share some fresh roasted meat with. My human father used to tell me about something called pigs...he said you roasted them and they were delicious. I wonder if I will ever get to eat one.
Rats, rats, and more rats...good gods what I would do for some fresh piggy.

Tal since its us, away from camp.:

Rat slayer? I got a wolverine. And about a dozen mushrooms, that I can recognize as safe to eat. I was thinking of making wolverine steak. Had it once before. Its a bit grainy, but should be good. As for Pig, I think I might have had it once back before the fog. Not sure though.

Rose is hard to figure out. Never really trusted leaders, prefer to be on my own or in a small group. Say, Talirin. I had an idea for a kind of hunter-soldier hybrid. I'm thinking of calling it the Ranger Corps. It would be a small group, who specialize in stealth, hunting, and can fight well. Would be good for scouting ahead, and aiding our hunts.

I was thinking, teaching em the bow, and perhaps you could teach em to dual wield. Teach em to scout and all when we get back. Small group, probably master and apprentice style. Would you be interested in helping me set this up?


M Catfolk Swashbuckler 4 | AC:18 | HP: 46 | Init:+6 | Perc:+9 | Fort:+2 Refl:+10 Will:+2

Big T:
Picking his fang with a claw, Yeah, why not. We can surely teach some of these cave dwellers the "art" of fighting. And an art form it is.
It's not just about where to stick the pointy thing in, there is so much more to it. Do I open up the liver...maybe a spleen. Do I hamstring the bastard and then toy with him...so many choices.
Anyways, everyone's already got a job so we might want to wait until we can find some candidates.
For now I am going to focus on becoming the RATSLAYER!
he says with a heavy dose of sarcasm.

As far as Rose goes...if she ends up being incompetent I plan to remove her, if necessary. Oh save a piece of that Wolfie thing for me would you?


Lershoth Sholme wrote:


Also not sure, as Benny mentioned, if we have supplies for that. [/ooc]

You do not.


Male Hobgoblin 39/39 hp; 15 AC 15; Fort +6; Ref +6; Will +2; BAB+3; CMD 18; CMB +5; Init +5 Ranger [Shape Shifter] 3

Tal:
I'll help you remove her. And you are right on the waiting for candidates. Maybe better to get willing people for the Rangers. Still It won't hurt to set it up. I was also thinking specialized mounts for traveling. Raise them to only let people on who speak a certain word. Would help with scouting and hunting.

Tagolan smiles, cutting up the Wolverine. He starts a small fire, using the cloth from the snakemen, and a few bits of wood he snagged before leaving.

I'm sure we will find another. Besides we will be hunting for ten days. Have to do something in between the rations. He says, making two shish kabobs with the Wolverine meat and mushrooms. He holds one over the fire, and passes the other to Tal.

Now, I trust you, and I ask because between me and you, we could whip these apprentices into good solid hunters and scouts. Who knows we may even become a big thing. Also, you are one of the few people who hasn't judged me because of my race. And are an amazing hunting partner.

Now the mount idea came from Benny really. When he began to talk about horses, I thought having mounts would be nice, but we don't know if there are horses anymore. I did read about Lizards that have been used by mounts, though those are from tales about drow. If we could snag ourselves some of these Lizards, and raise them to only allow people on who say a certain word or phrase, then we have unstealable mounts. Just my thoughts


Male Hobgoblin 39/39 hp; 15 AC 15; Fort +6; Ref +6; Will +2; BAB+3; CMD 18; CMB +5; Init +5 Ranger [Shape Shifter] 3

Shortening hunt to 5 day hunt. You do not have enough supplies at home to survive with Talirin and I hunting for 10 days

Grand Lodge

Female Human Rose: Arcane Assassin | HP 29/32 | Init +4 | AC: 16 (Tch 14, Fl 12) | F: 2 R: 8 W: 1 | Perc +7. SM: +4 | Active conditions: None |

Very good. Keep me aware of your progress. But why didn't you use the recipe I gave you?


Male Tiefling Investigator (Empiricist) 4 | HP: 34/40 | AC: 18 (14 Tch 14 Ff, +1 Dodge vs Traps) | CMD: 18 | F: 3, R: 8 (+1 vs Traps), W: 4 (+2 vs Illusions) | Init: +6 | Perc: +11 (13 vs Traps), SM: +11 | Inspiration: 3/6

Oh, that was a recipe? I just thought it was scrap paper from my journal, that I had forgotten to put among my notes. I shall give it a look over after training finishes for the day. I'll keep you posted.

Lershoth turns around, looking at the apprentices Okay, everyone, one more hour and then we're going to call it quits, finish what you're working on and began cleaning the equipment. Tomorrow we will resume, expect to start practicing with the plant food.

Grand Lodge

Female Human Rose: Arcane Assassin | HP 29/32 | Init +4 | AC: 16 (Tch 14, Fl 12) | F: 2 R: 8 W: 1 | Perc +7. SM: +4 | Active conditions: None |

Rose shakes his hsnd before walking away. Seems a little scatterbrained, but an effective teacher. Probably not somebody to rely on as a potential guild master for alchemists. Then again the last couple of days were fairly stressful, I'll wait and see. Rose walks out of the lab and past Rodia, not acknowledging her presence yet.


Male Fetchling (Kayal) Sorcerer Level 5, HP: 33/33, Init: +2, Fort+2 (+2 vs. Poison/Sleep) /Ref +3/Will+4, Bab.+2, CMD:15,

After a few hours of explaining and demonstrating how to effectively plant the seeds, he had his 3 begin practicing the basics of gardening and having his pupils plant their first seeds into the prepared soil. Adjusting their practices as normal. Jalel was about ready for the final portion of the test.

"Now you have all learned the very basics gardening. I have one final portion to teach you. I will say this hopefully not to dissuade you but to inform you of how to further ensure the plants will grow strong and healthy. Normally plants require sustenance through light. But down here they cannot get that. Though they may grow through water and trace minerals in the ground, they will often wither and become weak. Many are not likely to survive.

I have found that the magical light those of us magically inclined can conjure can act as a substitute and increases the odds of plants growing efficiently. But more importantly, in order to ensure, the plants can live to that stage, they will require stronger nourishment. One of the best things we can do here, is to give them a little bit of our blood." He paused, holding up a hand to stem the flow of questions and any disgust that may arise.

"It need not be a constant thing, a small amount will do once every 3 days or so. It is something we can all afford to give and it regenerates for us. Already the results have shown much faster plant life than otherwise. I should also note that we will be receiving aid from Lershoth and his group in some weeks time. None of you need do this now, but I will expect this to be something you consider in the near future."


Female Half-Elf Magus 3

As Rose leaves the lab Rodia falls into step behind her, walking a step behind her and slightly to her left. There are only three spell casters in this group and I think a few more mages would be very useful. We are low on supplies, but the mists have not affected our magic. Sorcery cannot be taught, and you have far more important things to do, so only I have the time and ability to teach magic. I would like to offer to teach any who are willing.


Male Hobgoblin 39/39 hp; 15 AC 15; Fort +6; Ref +6; Will +2; BAB+3; CMD 18; CMB +5; Init +5 Ranger [Shape Shifter] 3

Third day hunting:
stealth: 1d20 + 13 ⇒ (20) + 13 = 33
survival: 1d20 + 7 ⇒ (5) + 7 = 12
knowledge geo: 1d20 + 7 ⇒ (12) + 7 = 19
perception: 1d20 + 7 ⇒ (6) + 7 = 13

Tal and Rose:

Tagolan spends the entire day hunting, right to the end. He manages to catch a dozen rats, and finds many edible mushrooms. He also finds the den of the wolverines, catching and killing two more.

Grand Lodge

Female Human Rose: Arcane Assassin | HP 29/32 | Init +4 | AC: 16 (Tch 14, Fl 12) | F: 2 R: 8 W: 1 | Perc +7. SM: +4 | Active conditions: None |

Please stay within the day Tagolan This is true, but it takes a long time to train a mage and my own training is limited as as our our people. Convince me.

Grand Lodge

Female Human Rose: Arcane Assassin | HP 29/32 | Init +4 | AC: 16 (Tch 14, Fl 12) | F: 2 R: 8 W: 1 | Perc +7. SM: +4 | Active conditions: None |
Rose Reneva wrote:
Please stay within the day Tagolan This is true, but it takes a long time to train a mage and my own training is limited as are our people. Convince me.

Sorry, I was still waking up when I wrote that grammatical abomination.


Male Tiefling Investigator (Empiricist) 4 | HP: 34/40 | AC: 18 (14 Tch 14 Ff, +1 Dodge vs Traps) | CMD: 18 | F: 3, R: 8 (+1 vs Traps), W: 4 (+2 vs Illusions) | Init: +6 | Perc: +11 (13 vs Traps), SM: +11 | Inspiration: 3/6

Tapping his foot as the cleanup process starts to wind down.
Alright everyone, good work today, you are all free to go. Remember if anyone figures out what sort of ingredient the purification sponges are missing I'll lend you one of the books I brought down into the caves with me. I managed to sneak a couple really good ones past the guards.

After everyone leaves Lershoth returns to his room and digs out the recipe Rose had given him. Well let's see here. I hadn't thought of some of this...not bad, but if I take what she's suggesting and combine it with some of my ideas. Hmm, will that actually work? Maybe not.

Puzzling over Rose's recipe and one of his own, Lershoth's tail suddenly shoots up.
Aha! It will work. A nice mixture of simplicity and effectiveness, plus the ingredients shouldn't be terribly hard to come by.

I'll have to remember to thank Rose later. For now it's time for a little reading and maybe some food. Then ill double check ingredients, make some notes for the apprentices and then bed. This teaching business is exhausting. .

Lershoth pulls out one a book about 5 kingdoms fighting with each other, a favorite from his childhood, and begins to read.


Male Fetchling (Kayal) Sorcerer Level 5, HP: 33/33, Init: +2, Fort+2 (+2 vs. Poison/Sleep) /Ref +3/Will+4, Bab.+2, CMD:15,

Jalel looked around at his students.

"Again, as I said, in the early stages there will be long periods where your attention is not immediately require for ensuring the continuous growth of the plants. Now that is all I have for teaching you today."

He watched as the three soon left. They had certainly all understood the basics of what he had said and not one of them had cringed, well not too badly at the idea of using one's own blood as a nutrient for their growth.
He smiled to himself. They would certainly be able to run their own gardens in a short amount of time. All of them working together should be able to definitely increase food production quite well.

He then thought about the note he had received from Lershoth. He would need to check up on that, although he generally found the Tiefling to be highly obnoxious and far too blunt in the way he spoke most days. He would prefer to do without him, but Jalel couldn't deny he had a brilliant mind and would almost certainly be more helpful than not in the coming days.

"I suppose I should go and discuss these things with him."


Those inside the main cavern:
A loud scream can be heard from inside on the small huts. A blonde woman her right hand covering her left shoulder blood seeping through her fingers. Runs out crying, as a burly red headed man with a tuft of facial hair, comes out carrying a short sword with blood on the tips edge. His eyes look wild and mad like a rabid...Rat!

"You just cannot shut yer mouth can ya!" He snarls as he makes his way toward the tearful woman. Many citizens head for safety. Some try to reason with the man from a sizable distance. Guards are coming to block his path. He halts making threats. The guards are trying to talk him down. The red head man, starts making threats to anyone near him. People are staring to panic.

Grand Lodge

Female Human Rose: Arcane Assassin | HP 29/32 | Init +4 | AC: 16 (Tch 14, Fl 12) | F: 2 R: 8 W: 1 | Perc +7. SM: +4 | Active conditions: None |

Rose runs over forgetting Rodia, skirting around the edges she sneaks her way behind him and the hut. Stealth: 1d20 + 9 ⇒ (17) + 9 = 26 Non lethal Dagger attack: 1d20 + 5 - 4 ⇒ (10) + 5 - 4 = 11 Non-lethal Damage: 1d4 + 1 + 2d6 ⇒ (3) + 1 + (3, 3) = 10


Rose Strikes the red headed man in the back of the head with the hilt of her dagger. He stumbles a moment then falls on the ground face first, he does not get up. One of the guards gets to one knee an inspects him. "He is just unconscious. Ugh, this guy reeks of wine." He then looks up at you. "What do you want us to do with him?"

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