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


601 to 650 of 1,766 << first < prev | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | next > last >>

Male LG Dwarf Inquisitor of Trudd (Exarch, Preacher) 4 | HP: 38/38 /42 Non-lethal: 0 | AC: 17 (10 Tch, 16 Fl) | CMB: +6, CMD: 15 | F: +10 (+8), R: +1, W: +9 | Init: +5 | Perc: +10, SM: +12 | Speed 20ft | Judgement: 2/2 | Spells: 1st 4/4 2nd 2/2| Determination: 2/2 per Day |Active conditions: Con Damage 1

Goggeck still focuses on spotting threats. The others are better suited to mending flesh.

Perception: 1d20 + 9 ⇒ (11) + 9 = 20


Female Dwarf Anger Phantom 2 HD | AC 15 T 11 FF 14 | HP 9/13 | F +4 R +1 W +3 | Init +1 | Perc +5

The commander stands, gripping her axes and letting out a heavy breath. She runs her sleeve below her chin, wiping away the excess 'blood' smears.

She turns towards Toulbe and nods. "You're still alive. Good."

The comment from Gunnar about bleeding ghosts has her tensing up, but she relaxes after Urist gives her a lingering stare. Strangely enough, he never make eye contact. Perhaps they have another means of communication?


Info | Battle Maps

Everyone's at full HP, I do believe. Reminder: You do have 4 CLW potions.

Hezekh takes a moment to check out his arm. He finds that it is still functioning, yet may need some time to repair. As best as I can figure, it'd take 3.6hrs and cost 6.3gp to repair. You've beat the DC15, so next time the group rests, you'll repair the damage to your arm, but you've got to make it through the working day ;)

Glor plugs the tiny hole above the door with earthen material and raises a slab of stone before the western door. Should be good.

Open the door?


Male LG Dwarf Inquisitor of Trudd (Exarch, Preacher) 4 | HP: 38/38 /42 Non-lethal: 0 | AC: 17 (10 Tch, 16 Fl) | CMB: +6, CMD: 15 | F: +10 (+8), R: +1, W: +9 | Init: +5 | Perc: +10, SM: +12 | Speed 20ft | Judgement: 2/2 | Spells: 1st 4/4 2nd 2/2| Determination: 2/2 per Day |Active conditions: Con Damage 1

Goggeck steps forward to open the door.


Info | Battle Maps

Goggeck opens the door and, lo and behold, the pressure plate trigger springs into place. There is a brief whirring noise and then a muffled ‘clunk’. The gravel Glor used to plug the hole comes loose and tumbles out, followed by a dart which falls harmlessly to the floor.
1d2 ⇒ 2
The dart breaks from the impact on the gravel and remains useless.

Beyond the door lies an office or study of sorts. Two simple bookshelves flank the door on opposite walls, and a sturdy oaken desk sits in the center of the room. Scrolls of parchment sit on the desk, as does some unusual crafting equipment and a simple scale. It looks as if this office was once kept neat and orderly, but dust has accumulated on al, the surfaces from years of neglect.


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

Lets do some cleaning and some searching and some reading. Glor says as he enters the office and prepares to do all three.

Perception: 1d20 + 7 ⇒ (4) + 7 = 11 +2 more for stonework


Male LG Dwarf Inquisitor of Trudd (Exarch, Preacher) 4 | HP: 38/38 /42 Non-lethal: 0 | AC: 17 (10 Tch, 16 Fl) | CMB: +6, CMD: 15 | F: +10 (+8), R: +1, W: +9 | Init: +5 | Perc: +10, SM: +12 | Speed 20ft | Judgement: 2/2 | Spells: 1st 4/4 2nd 2/2| Determination: 2/2 per Day |Active conditions: Con Damage 1

"Let us seek more traps first.", Goggeck mutters in response as he enters.

Perception: 1d20 + 8 ⇒ (14) + 8 = 22 +2 for stonework


1 person marked this as a favorite.
Info | Battle Maps

Glor dusts off the desktop and discovers a fistful of agate crystals being measured on the scale. Next to the scale is a heavy paperweight made from lapis lazuli. The parchment scrolls, he discovers, are mostly worm eaten, but from what he can tell they are lists and ledgers, inventory counts, production reports, and a schedule of executions “by Hammer.”

Not satisfied with his search, he discovers a secret drawer in the desk. Within, he finds two scrolls filled with runic symbols, a small pouch of black onyx stones, and a bundle of papyrus correspondences with one Brother Alk’B’Dur, discussing the practices of threnodic spellcasting and mummification. The final correspondence reads, “I am happy to be of service to your empire. Arrangements have been made for my travel. I will be arriving with several acolytes in a month’s time.”

“Wait!” warns Goggeck as he notices a stone slab in the flooring beneath the desk looks a bit off. Closer inspection reveals it is not a trap, but another secret compartment. This one contains another scroll, another pouch of onyx gemstones, and a heavy tome of seemingly ancient origin. Flipping through the tome, Goggeck finds it is written in an archaic form of the dwarven language and is filled with illustrations of a uniquely dwarven style of fighting.

After their discoveries are made, the two dwarves give each other a knowing glance. There has to be more. On a hunch, they move the two bookcases aside. Goggeck finds that behind the northern bookcase are two levers built into the stonework of the wall.


Male LG Dwarf Inquisitor of Trudd (Exarch, Preacher) 4 | HP: 38/38 /42 Non-lethal: 0 | AC: 17 (10 Tch, 16 Fl) | CMB: +6, CMD: 15 | F: +10 (+8), R: +1, W: +9 | Init: +5 | Perc: +10, SM: +12 | Speed 20ft | Judgement: 2/2 | Spells: 1st 4/4 2nd 2/2| Determination: 2/2 per Day |Active conditions: Con Damage 1

And with the bookcase shoved aside, Goggeck looks to the others, then approaches the nearest lever to him, peering at it without touching.

Perception: 1d20 + 8 ⇒ (5) + 8 = 13


Info | Battle Maps

Craft Alchemy DC14:
The crafting implements on the desk are a Portable Artificer’s Lab.

Appraise DC20:
The agates are worth 10gp, the lapis lazuli is worth 10gp, the pouches contain 20gp worth of onyx together.

Secret Drawer Scrolls Spellcraft DC21:
One is a scroll of Command. The other is a scroll of Cause Fear.

Correspondences Kn. Religion DC15:
Threnodic spellcasting is a style of magic developed by Osirion clerics to gain greater control over the undead.

Secret Floor Stash Scroll Spellcraft DC21:
This is a scroll of Expedious Retreat.

Ancient Tome Kn. History DC20:
This is a Manual of Dwarven Hatred Style. Anyone who spends a week studying the instructional text gains the Dwarven Hatred Style Feat. One must qualify for the feat in order to gain this benefit. After one has studied the text, the tome crumbles to dust.


Info | Battle Maps

The levers have no indication as to their function. They are identical except for the fact that the left lever is in the up position, while the right is flipped down.


Male LG Dwarf Inquisitor of Trudd (Exarch, Preacher) 4 | HP: 38/38 /42 Non-lethal: 0 | AC: 17 (10 Tch, 16 Fl) | CMB: +6, CMD: 15 | F: +10 (+8), R: +1, W: +9 | Init: +5 | Perc: +10, SM: +12 | Speed 20ft | Judgement: 2/2 | Spells: 1st 4/4 2nd 2/2| Determination: 2/2 per Day |Active conditions: Con Damage 1

Craft Alchemy DC14: 1d20 + 0 ⇒ (17) + 0 = 17

Appraise DC20: 1d20 + 0 ⇒ (4) + 0 = 4

Correspondences Kn. Religion DC15: 1d20 ⇒ 13

Secret Floor Stash Scroll Spellcraft DC21: 1d20 + 5 ⇒ (3) + 5 = 8

Ancient Tome Kn. History DC20: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14

Goggeck glances back at the apparatus on the desk.

"Is that not a portable artificer’s laboratory? We should certainly make use of it.", he says, looking at Boomer.


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

"Heh. Heheheh. Aye, that it is, and that we will," Boomer grinned, his eyes gleaming.

Spellcraft, door scrolls: 1d20 + 8 ⇒ (10) + 8 = 18
Spellcraft, floor scrolls: 1d20 + 8 ⇒ (12) + 8 = 20

"Can't make out what these scrolls do though," he said. "Ah think I'm close. Someone want tae give me a hand?"

With some Aid Another rolls I'll have these identified.


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

Appraise for stones: 1d20 + 2 ⇒ (8) + 2 = 10


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

Spellcraft: 1d20 + 6 ⇒ (17) + 6 = 23
Aid another Spellcraft: 1d20 + 6 ⇒ (15) + 6 = 21
Know Religion: 1d20 + 2 ⇒ (1) + 2 = 3
Know History: 1d20 + 2 ⇒ (3) + 2 = 5
Appraise: 1d20 + 1 ⇒ (5) + 1 = 6

Toulbe thanks the Cmd. for her worry and is glad to see her up. As the others spill into the room, Toulbe is overwhelmed by everything that is unearthed and is shocked into pausing for a period of time before he joins in and begins to help.

He manages to identify the Scrolls in the Drawer and between Boomer and his own head scratching the two identify the other scroll as well.

However, Toulbe is completely baffled by everything else that is brought up.


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

knowledge history: 1d20 + 7 ⇒ (8) + 7 = 15
spellcraft on the drawer scrolls: 1d20 + 7 ⇒ (11) + 7 = 18
spellcraft for the floor scrolls: 1d20 + 7 ⇒ (1) + 7 = 8
knowledge religion for correspondence: 1d20 + 2 ⇒ (11) + 2 = 13

Okay so nope. Dice aren't in the mood this morning it seems. Two skills where I'm on the high end and it's all bust. Figures.

Gunnar looks over some shoulders as others attempt to decipher what they've found but nothing jumps out at him as familiar or noteworthy.


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

Urist hangs just behind the group, but he looks around the room with just as much interest. Eventually, he turns his back towards the dart on the floor. Out of morbid curiosity, he picks up the shattered ammo and puts it in his pocket, trying his best not to prick himself on it.

Knowledge Religion: 1d20 + 8 ⇒ (9) + 8 = 17

"Huh. What's Osiriani folks doin' around 'ere? Well, a'least their teachin' an' whatnot. Seems these bearded bastards was in'trested in doin a whole buncha magic that messed with undead."


Male LG Dwarf Inquisitor of Trudd (Exarch, Preacher) 4 | HP: 38/38 /42 Non-lethal: 0 | AC: 17 (10 Tch, 16 Fl) | CMB: +6, CMD: 15 | F: +10 (+8), R: +1, W: +9 | Init: +5 | Perc: +10, SM: +12 | Speed 20ft | Judgement: 2/2 | Spells: 1st 4/4 2nd 2/2| Determination: 2/2 per Day |Active conditions: Con Damage 1

"Undead? So it may be foreign magic responsible for these skeleton-haunted halls?"


Info | Battle Maps

You've successfully identified all the things save for the ancient tome. Perhaps someone you meet on your travels will be able to illuminate that for you. Or, alternatively, I'm willing to say if someone studies the tome for a day, they'll be able to glean what the text is.

I'll let you ponder the deepened mystery of the occluded past as you see fit. Let me know how you wish to move on. Pull the levers? Explore more?


Male LG Dwarf Inquisitor of Trudd (Exarch, Preacher) 4 | HP: 38/38 /42 Non-lethal: 0 | AC: 17 (10 Tch, 16 Fl) | CMB: +6, CMD: 15 | F: +10 (+8), R: +1, W: +9 | Init: +5 | Perc: +10, SM: +12 | Speed 20ft | Judgement: 2/2 | Spells: 1st 4/4 2nd 2/2| Determination: 2/2 per Day |Active conditions: Con Damage 1

"How do ye fare? Ready and able to press on? Or shall we fortify ourselves for a time?"


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 mighty keen ta get the basement doors closed and I be hoping one of these two levels will do it. Glor will study the levels to see if one is more worn than the other.

Perception: 1d20 + 7 ⇒ (19) + 7 = 26


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

Urist purses his lips and strokes his beard. "Bein' tha' this's tha leader's room, s'less likely tha' these levers'll do anythin' bad ta us. I mean, wha' dwarf'd make a switch that'd kill m'self right?"

With a chuckle, Urist marches over to the levers and grasps one at random, his arm flexing as he begins to pull it....

....and stops at the last second. "N'less tha' be what he's THINKIN' we'd do, an' 'e put a trap lever 'ere. Hmm." His eyes focus on the levers, checking the mechanism for a potential (if obvious) trap.

Perception: 1d20 + 4 ⇒ (12) + 4 = 16

He turns and shrugs. "I say we give one a pull, jus' ta see wha' i' does, then we keep explorin' and clearin' out these undead."


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

Waiting on result of perception inspections.


Male Human Magus (Jistkan Artificer) 6

Knowledge(History): 1d20 + 2 ⇒ (6) + 2 = 8

The tome is opaque to Hezekh at first glance, but he thinks that with enough time he might be able to puzzle it out.

Can I Take 20 when we get some time?


Info | Battle Maps

Yes, anyone who spends enough time with the tome can figure out it is a fighting style instruction manual.

The levers are made of the same pinkish granite as the rest of the complex. Nothing new can be gleaned by staring at them. Only, The Image of Droskar's words, spoken not 30 minutes ago, suddenly pop into Glor's head.

"Aye, the levers which control the doors are in the Emperor's office beyond the throne room."


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

So is "up" open or closed? I think up would be closed, but its only a guess. How about this. We spread ourselves out from here to the upper doors and then one of us throws the down level back into the up position. If there is any movement of the upper door we reverse the level as soon as it can be reversed and then throw the other lever. We have the statue guard there so we will be reinforced in case of any trouble. But I do hope we guess right as I like to have the place explored and secure before we open the doors to the outside on purpose.


Male LG Dwarf Inquisitor of Trudd (Exarch, Preacher) 4 | HP: 38/38 /42 Non-lethal: 0 | AC: 17 (10 Tch, 16 Fl) | CMB: +6, CMD: 15 | F: +10 (+8), R: +1, W: +9 | Init: +5 | Perc: +10, SM: +12 | Speed 20ft | Judgement: 2/2 | Spells: 1st 4/4 2nd 2/2| Determination: 2/2 per Day |Active conditions: Con Damage 1

"I am amenable to that plan, Glor. I too would know what these levers do."


Info | Battle Maps

Glor stays behind while the others create a relay chain all the way back to the large chamber where the Image of Droskar keeps watch over your wagons. For all you can tell, this wing of the complex is quiet.

"Did you find the Emperor?" he asks.

When everyone is in position, the order is relayed down the line, Glor flips the down lever up. He hears first a whirring noise emanating from behind the wall, then the grinding of stone gears, then the rattling of iron chains...

At this point, the GM pulls out a heavy sack and sighs, "This is going to take ALL of my dice..." Then laughs hysterically at Glor's horrified expression.

Whoever is keeping an eye on the front doors watches patiently, but nothing happens. Then, after a few moments, a booming sound echoes throughout the halls, originating in the lower part of the Vault. It is easy to assume that you've just shut the rear doors, closing you in, and closing the Old Quarry Road out.


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 think we did it! Glor exclaims when he hears the echoed report. I am gonna run down anc check the back door. Who wants to come?


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

"Well someone's gotta be there to pull yer screamin' arse outta the fire and patch ye up, so off we go."


Male Human Magus (Jistkan Artificer) 6

"Let's go." Hezekh says, before following the others.


Info | Battle Maps

Lo, and they returned to the back entrance and they found it closed. There was much rejoicing.

GM Screen:

3d6 ⇒ (3, 5, 1) = 9
1d6 ⇒ 3
1d4 ⇒ 1

However, the booming noise of the shutting doors has stirred something from its slumber. As the huzzahs die down, a scurrying noise can be heard. Approaching from up the southern staircase is a giant centipede!

Initiatives:

Boomer: 1d20 + 2 ⇒ (18) + 2 = 20
Glor: 1d20 + 3 ⇒ (13) + 3 = 16
Goggeck: 1d20 + 5 ⇒ (11) + 5 = 16
Gunnar: 1d20 + 2 ⇒ (15) + 2 = 17
Hezekh: 1d20 + 3 ⇒ (8) + 3 = 11
Toulbe: 1d20 + 2 ⇒ (11) + 2 = 13
Urist: 1d20 + 1 ⇒ (19) + 1 = 20
Helga: 1d20 + 1 ⇒ (3) + 1 = 4
Centipede: 1d20 + 2 ⇒ (8) + 2 = 10

Round 1: Bold May Act
Urist
Boomer
Gunnar
Glor
Goggeck
Toulbe
Hezekh

Centipede
Helga

Back on Slide 7 for this random encounter. Should be a quick one.


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 moves forward for a clear shot and fires at the arthropod.

Blasts—earth blast: 1d20 + 5 ⇒ (11) + 5 = 161d6 + 5 ⇒ (5) + 5 = 10


Info | Battle Maps

Glor one shots the centipede. Does he ever miss?

Where to now? Here's the updated map.


Male LG Dwarf Inquisitor of Trudd (Exarch, Preacher) 4 | HP: 38/38 /42 Non-lethal: 0 | AC: 17 (10 Tch, 16 Fl) | CMB: +6, CMD: 15 | F: +10 (+8), R: +1, W: +9 | Init: +5 | Perc: +10, SM: +12 | Speed 20ft | Judgement: 2/2 | Spells: 1st 4/4 2nd 2/2| Determination: 2/2 per Day |Active conditions: Con Damage 1

Goggeck advances - to hold the corridor.

AOO:

Longhammer: 1d20 + 5 ⇒ (3) + 5 = 8

Damage: 2d6 + 3 ⇒ (5, 1) + 3 = 9

And sees that Glor has splattered the centipede.

He laughs.

Long and hard.

And when he calms down, he says:

"Which way is up?"


1 person marked this as a favorite.
Info | Battle Maps

Friendly GM Reminders: Because PbP moves slow and players are bound to lose track.

The only way up is back up the long ramp to the west from where you are currently.

The stairs to the north lead down, and that seems to be where all the undead are coming from.

The stairs to the south also lead down, and a giant centipede just emerged from that direction.

You left one door off of the throne room unchecked, there were also other doors in that wing left unchecked.

Theres also another totally unexplored wing south of the annoying bronze statue of Droskar.

You've set two glowing gems in the warrior statues in the octagonal hall you stand in now. Two statues are left gemless. You know there's a secret door behind one of the statues that is somehow connected to this whole gem business.


Male LG Dwarf Inquisitor of Trudd (Exarch, Preacher) 4 | HP: 38/38 /42 Non-lethal: 0 | AC: 17 (10 Tch, 16 Fl) | CMB: +6, CMD: 15 | F: +10 (+8), R: +1, W: +9 | Init: +5 | Perc: +10, SM: +12 | Speed 20ft | Judgement: 2/2 | Spells: 1st 4/4 2nd 2/2| Determination: 2/2 per Day |Active conditions: Con Damage 1

Goggeck continues his out loud musing.

"We should continue to search the area near the throne room, before tackling the south wing."


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 comes up and begins examining the splattered centipede while the others prepare to stride in the next direction. It wasnt his job to denote where to go, it was his job to keep spirits high and beliies full.

He began digging around a little, careful of staying away from the venom sacks. He wondered given the size of the legs, if treated like crabs if they could make for a good meal.

Survival: 1d20 + 7 ⇒ (8) + 7 = 15


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
GM_Armok wrote:

Glor one shots the centipede. Does he ever miss?

It was just a bug. :)

I concur with Goggeck. I'd be in favor of searching from the top down. Now that the back door is closed up good and tight lets start at the top, shall we?


Info | Battle Maps

Toulbe quickly cuts off 7 giant centipede legs, one for everybody. Gooey yellow ichor oozes out of them as he carries them back to the wagon. Whether or not they'd be edible is anyone's guess, but dwarves are renowned for having iron gullets capable of eating just about anything. One thing's for sure, they better be cooked soon, as their expiration is imminent.

Returning back to the throne room, the group checks the other door. No sign of it being trapped, so they open it to find a sparse room, furnished with a simple bed, an empty weapon rack, an armor rack with a breastplate hanging from it, and two bronze coffers. This must be Ordrick's private quarters, and one might be surprised at how underwhelming it is.


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, conditioned to do so, looks for a gem in the breastplate.


Female Dwarf Anger Phantom 2 HD | AC 15 T 11 FF 14 | HP 9/13 | F +4 R +1 W +3 | Init +1 | Perc +5

Commander Silverbrew steps into the room alongside Urist, and the two share a glance. They both nod, and begin to inspect the coffers. Each one carefully examines a case before attempting to open it.

Helga Perception for Traps: 1d20 + 5 ⇒ (8) + 5 = 13

Urist Perception for Traps: 1d20 + 4 ⇒ (7) + 4 = 11


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 helps examine both coffers after looking over the breastplate.

Perception: 1d20 + 7 ⇒ (12) + 7 = 19


Info | Battle Maps

The breastplate is of remarkable make, emblazoned with the same image of a flame above an anvil that you've seen on doors and things around the Vault complex. It's also in remarkably good shape, with a like-new luster. Strange, considering how old it must be.

The bronze coffers, for instance, are heavily patinated with age. They aren't trapped, but they prove a little difficult to pop open. Inside one is a collection of tarnished silver jewelry, inside the other are a set of three vials containing a glowing orange liquid.


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

Boomer picked up the vials, swirled them, unstoppered them and sniffed them one by one.

Alchemy to Identify potion 1: 1d20 + 10 ⇒ (6) + 10 = 16
Alchemy to Identify potion 2: 1d20 + 10 ⇒ (3) + 10 = 13
Alchemy to Identify potion 3: 1d20 + 10 ⇒ (17) + 10 = 27


Info | Battle Maps

You have three more potions of Cure Light Wounds (CL1) to add to your collection.


Male LG Dwarf Inquisitor of Trudd (Exarch, Preacher) 4 | HP: 38/38 /42 Non-lethal: 0 | AC: 17 (10 Tch, 16 Fl) | CMB: +6, CMD: 15 | F: +10 (+8), R: +1, W: +9 | Init: +5 | Perc: +10, SM: +12 | Speed 20ft | Judgement: 2/2 | Spells: 1st 4/4 2nd 2/2| Determination: 2/2 per Day |Active conditions: Con Damage 1

"I would not refuse a potion or two.", notes Goggeck.


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

Boomer passed them out to Goggeck, Hezekh, and Urist. "They'll heal ye. Try not tae need 'em."


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

Urist accepts the potion and tucks it into his pocket. "Tha' breastplate looks fine an' propper. S'prisin' fer the kinda slave laber ya'd find down 'ere. Anyone able ta give it a good look?"

"An' 'sides tha' ah don' see 'nny reason ya 'ang out in this 'ere room."


Info | Battle Maps

Perceptions:

Boomer: 1d20 + 6 ⇒ (3) + 6 = 9
Glor: 1d20 + 7 ⇒ (10) + 7 = 17
Goggeck: 1d20 + 8 ⇒ (18) + 8 = 26
Gunnar: 1d20 + 8 ⇒ (14) + 8 = 22
Hezekh: 1d20 + 7 ⇒ (11) + 7 = 18
Toulbe: 1d20 + 6 ⇒ (9) + 6 = 15
Urist: 1d20 + 4 ⇒ (2) + 4 = 6
Helga: 1d20 + 5 ⇒ (11) + 5 = 16

The breastplate does look out of place.

The small room is cramped with 6 dwarves, a gnome, and a ghost poking around in it, and Goggeck and Gunnar both decide to sit on the bed for a moment, just to make some room. To their surprise, the mattress is rather lumpy in the middle, uncomfortably so.

601 to 650 of 1,766 << first < prev | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Strike the Earth: Histories of Greed and Determination All Messageboards

Want to post a reply? Sign in.