Hunger in the Darkness - Expedition to the Mines of Zolurket (Inactive)

Game Master Mark Sweetman

A desperate attempt to reclaim the ancestral Dwarvish mine of Tar-Urkatha from the darkness that has engulfed it....


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Stats:
AC 20/10/20, HP 35/35, F+3 R+1 W+3, Init +0, Per -1

Hey, I'll take that as great news too!


Male Dwarf Trapsmith Rogue

What the goth dude with the beard said!


Goliath Druid 17 | AC 29 w/Barkskin (32 v. Giants w/Barkskin)/14/24 | HP 212/212 | CMD 28 (32 v. Bull rush or trip) | F+18, R+10, W+19, (+2 v. Spells, SLAs, and poison) (+4 to saves v. SLA and SU abilities of giant)| Perc25, Init+4 | Darkvision 60’

Received my copy of Throne of Night this morning. Are we still on to play? If so, I'm not going to read it!!


Male Human Paladin /4 ]Hps 36/36 AC 23 FF 21 T 11 CMD 18 Fort +10, Ref +6, Will +8 Init +1 Per +0

That's good news!


Minor Crab-beast

I'm still keen if the rest of y'all still are. Off to download my copy and have a quick looksee :)


Male Hairy Highlander Halfbreed (ThirdSwede) Barbarian 9/King O' The North 5/Staffy Dad 7

Keep me in mind if a spot opens up Mark...


Female Human Witch (Alley Witch)/7 URogue (Snoop)/1 HP 44/44 AC 20/T 14/FF 18 Init +3 Perc +13 Fort +4 Ref +7 Will +7/+9 vs. ench. effects

Definitely still interested here.


Minor Crab-beast

Key question - is are we all keen being bearded grumblemites (read Dwarves)?


Female Human Witch (Alley Witch)/7 URogue (Snoop)/1 HP 44/44 AC 20/T 14/FF 18 Init +3 Perc +13 Fort +4 Ref +7 Will +7/+9 vs. ench. effects

If Cynara would fit the setting I wouldn't mind keeping her. At least she can see in the dark, after a fashion.


Minor Crab-beast

This is the Explorer (Good) Campaign Intro from the book:
This is the last chance for your people. For two hundred years, the dwarves have been scattered and leaderless. The dwarf holds are all but gone – conquered by invaders or overrun with outsiders. For decades now, the dwarves have mingled with the kingdoms of men. The humans have treated you well enough. They respect dwarven craft and tenacity. But with every passing year, the dwarves dwindle. Your tongue goes unspoken. Your ways are forgotten. Will there come a time when to be dwarven is merely another way of saying a short, bearded man?

It was not always so. Once the greatest empire in the all the world was dwarven. Once the majestic kingdom of Dammerhall was where all roads converged. The whole world came to pay tribute to the dwarven high king and his mithral throne.

And then calamity. The great mountain-city burned with black flame for three days. All the bridges into Dammerhall collapsed. All the gates were sealed. The only survivors were those who by chance were outside the city. For two centuries dwarves have tried to retake Dammerhall and discovered what really happened that dark day. And for two hundred years, they have failed.

The remaining dwarven holds, once vassals to Dammerhall, fell to squabbling about who should rule the dwarves. Weakened by division, many dwarf holds were overrun by orc or dragon. Some signed treaties with the realms of men, all but forfeiting their autonomy. And most disgraceful, some holds fell because of civil war where dwarf turned upon dwarf.

But there is yet hope. It is said that there is another way into the sealed city – a dark road beneath that goes through the uncharted depths of the earth. This expedition will be the one who will find that hidden road. This expedition will reclaim Dammerhall and restore dwarven glory, dispelling two hundred years of disgrace.

You have found an entrance into the darkness. Rumor speaks of a deep gnome village known as Fasturvalt where dwell the elusive svirfneblin, the deep gnomes. The first step is clear – Find Fasturvalt and secure a guide. Nothing will stop you in your quest. Nothing will stay your hand. This is your hour. This is the moment when the dwarven diaspora ends and where dwarven glory begins anew. In the realms below, you will make for yourselves and your people a Throne of Night.


I'm all about getting the campaign running again. Not sure if I will play Dolgrym or not. Depends on what the rest of the party decides to play.


Female Human Witch (Alley Witch)/7 URogue (Snoop)/1 HP 44/44 AC 20/T 14/FF 18 Init +3 Perc +13 Fort +4 Ref +7 Will +7/+9 vs. ench. effects

Hmmm...an elf is a little harder to justify, given that lead-in, unless there's some equivalent to the Lantern Bearers who knows (or at least suspects) what happened to Dammerhall, and has sent someone to assist and investigate. What do you think?


Male Human Paladin /4 ]Hps 36/36 AC 23 FF 21 T 11 CMD 18 Fort +10, Ref +6, Will +8 Init +1 Per +0

I have no problem playing a dwarf for this.


Stats:
AC 20/10/20, HP 35/35, F+3 R+1 W+3, Init +0, Per -1

I'm in for a dwarf, but might change to a new character. If Torag would be appropriate (or an equivalent), I have a Forgemaster reach cleric that I'd love to play.


Female Human Witch (Alley Witch)/7 URogue (Snoop)/1 HP 44/44 AC 20/T 14/FF 18 Init +3 Perc +13 Fort +4 Ref +7 Will +7/+9 vs. ench. effects

If it doesn't seem as though Cynara will fit, I wouldn't have a problem going dwarf straight fighter, maybe with some crafting skills.


|| AC 20/T12/FF18 | HP 45/45 | F +6 R +4 W +8 | Init +5 | Perception +12 | Sense Motive +6 | Darkvision 90' || Dwarf (Deep Delver) Inquisitor 6

I'm in, thinking of making Padrym a cavalier with hunting badgers.


Stats:
AC 20/10/20, HP 35/35, F+3 R+1 W+3, Init +0, Per -1

Cavalier with hunting badgers will be awesome :)


So, right now, looks like:

Feigr-Forgemaster reach cleric
Cynara-fighter
Padrym-Cavalier with hunting badgers

Kepri and myself undecided. No word from Love.

Is that right?


Stats:
AC 20/10/20, HP 35/35, F+3 R+1 W+3, Init +0, Per -1

At higher levels, I should be good at summoning, but more of a melee combatant with buffing help at lower levels.


Minor Crab-beast

Right-o, after reviewing the first AP volume a bit more, some scattered thoughts:

  • I'll set it in Golarion (primarily for useage of the gods / organizations) but given that it sits in it's own little vacuum, there won't be too much of the surface world that works it's way in.
  • Since we're all dwarfies - there are some options in the AP volume for adjusted stat bonuses. I'll allow the ones that help with Charisma builds, see below.
  • There are also some traits that can be taken.
  • 1st level start, max HP, max gold, 20 point buy.

I'll launch a game thread once we're mostly squared away with characters and what not.

Adjusted Stat Modifiers:
Respected Speaker
You are a rare dwarf who is both eloquent and a born leader. Your words are given extra consideration amongst your people. However, by dwarven standards you are physically inept.
Benefit: +2 Charisma, +2 Wisdom, -2 Strength

Scholar of the Ancient Ways
You are a learned dwarf, well steeped in the ancient lore of your people. However, all this focus upon book learning has kept you away from more physical pursuits. You are thus small and sickly by dwarven standards.
Benefit: +2 Intelligence, +2 Wisdom, -2 Constitution

Traits:
Anvil Heart
You were born in a forge and for you, such places will always be home. You are the heir of a long tradition of dwarven craftsmanship.
Benefit: You receive a +2 trait bonus to one craft skill involving metal-working (for example, blacksmithing, weaponmaking or armorsmithing). That skill is always a class skill for you.

Cast Iron Stomach
There is little you cannot gain sustenance from.
Benefit: +2 trait bonus versus ingested poisons or drugs and “get along in the wild” survival skill rolls that are trying to find food for you receive a +2 bonus.

Dwarven Nobility
Within your veins flows the true blood of dwarven nobility.
Benefit: You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.

Heir of Dammerhall
You have a direct claim to the title of High King of Dammerhall and the royal Tarnhammer clan. Of course without possession of Dammerhall and the crown, scepter and sash of the High King this title is only symbolic. Still it earns you great respect amongst other dwarves.
Benefit: +1 trait bonus to Diplomacy skill checks made when dealing with dwarves. Also if you take the Leadership feat, gain a +1 trait bonus to your Leadership score as long as all your followers are dwarves.

Impressive Beard
Your beard invokes nothing less than awe and respect amongst your fellow dwarves. As a cultural bias, they tend to trust your word perhaps more than they should.
Benefit: +1 bonus to both Bluff and Diplomacy skill checks made with dwarves.

Keeper of Songs
You know by heart an impressive repertoire of old dwarven songs. When you sing them, your fellow dwarves are inspired by your tales and may even sing along strengthening your bardic magic.
Benefit: +1 bonus to Perform (sing) skill checks when dealing with dwarves and a +1 trait bonus to Perform (sing) checks on any bardic performance when dwarves are present.

Legendary Drinker
Your ability to hold your liquor is almost without equal. In fact, you feel nowhere as at home as in a bar with your fellow dwarves enjoying fine dwarven ale.
Benefit: You are never sickened by drinking alcohol and a night spent in a bar restores you hit points equal to your level.

Scholar of Dwarven Lore
You know much of the rich history of your people and can recall it without a moment’s hesitation.
Benefit: You get a +1 trait bonus to all Knowledge checks that deal with dwarven matters.

Secrets of the Dwarven Brewers
You are privy to the secrets of the dwarven brewers of old. You can, with the right equipment, make beer of legendary quality.
Benefit: You receive a +2 trait bonus to Craft (Brewing) skill checks and Craft (brewing) is always a class skill for you.


Male Human Paladin /4 ]Hps 36/36 AC 23 FF 21 T 11 CMD 18 Fort +10, Ref +6, Will +8 Init +1 Per +0

Thinking staying with Paladin as a Stonelord Paladin or going Deep Walker Ranger if that wouldn't work out


I might do a little swapping around with Dolgrym. Maybe a sorcerer instead of a wizard...some sort of earth focus, probably.

Edit: looking seriously at Deep Earth bloodline. I never get to play an underground campaign, so it looks like this would be a good spot to try this bloodline out.


|| AC 20/T12/FF18 | HP 45/45 | F +6 R +4 W +8 | Init +5 | Perception +12 | Sense Motive +6 | Darkvision 90' || Dwarf (Deep Delver) Inquisitor 6

Looks like the cavalier can only take dogs.

The Druid (Cave Druid, Packmaster) can take badgers though. :D


Minor Crab-beast

Meh - you want a badger... take a badger. I highly doubt it's going to be the kryptonite that destabilizes the game.


|| AC 20/T12/FF18 | HP 45/45 | F +6 R +4 W +8 | Init +5 | Perception +12 | Sense Motive +6 | Darkvision 90' || Dwarf (Deep Delver) Inquisitor 6

I've actually warmed up to the idea of a cave druid. It's added healing, which will be nice, and I can spontaneously cast Summon Nature's Ally to find traps rather than walk up and kick the door. ;)


Badgers? We don't need no stinking badgers!


Minor Crab-beast

I'm tempted to link to a certain musical video with badgers and mushrooms and an african snake... but that would be juvenile :P

Soon as we all get squared away I'm ready to get us rocking on.


Goliath Druid 17 | AC 29 w/Barkskin (32 v. Giants w/Barkskin)/14/24 | HP 212/212 | CMD 28 (32 v. Bull rush or trip) | F+18, R+10, W+19, (+2 v. Spells, SLAs, and poison) (+4 to saves v. SLA and SU abilities of giant)| Perc25, Init+4 | Darkvision 60’

I'll get Dolgrym ready sometime tomorrow, DM. I'm on my phone today.


Male Human Paladin /4 ]Hps 36/36 AC 23 FF 21 T 11 CMD 18 Fort +10, Ref +6, Will +8 Init +1 Per +0

Man, you didn't play that video but now its in my head. A SNAKE A SNAKE


Female Human Witch (Alley Witch)/7 URogue (Snoop)/1 HP 44/44 AC 20/T 14/FF 18 Init +3 Perc +13 Fort +4 Ref +7 Will +7/+9 vs. ench. effects

I had managed to avoid thinking about the video until your post, thankyouverymuch.


Stats:
AC 20/10/20, HP 35/35, F+3 R+1 W+3, Init +0, Per -1

Would you be ok with crafting a masterwork dwarven longhammer at 1st level? Cost would be 125 gp, plus the cost of masterwork artisan's tools at 55 gp. I'm planning on picking up the heirloom weapon proficiency in it, so the story would be that the character repaired an ancestor's weapon that had long been in the family (presumably since the days of Dammerhall). Will plan to enhance it at higher levels.

If ok, equipment will look like
- Masterwork dwarven longhammer at 125 gp
- Artisan's tools (craft weapon) at 55 gp
- Kikko armor at 30 gp
- Cleric's kit at 16 gp
- Remainder of 14 gp

Edit: I will be planning on taking that Anvil Heart Trait


Stats:
AC 18/12/16, HP 39/39, F+6 R+4 W+7 Init +2, Per +2

First draft from Feigr, if those are approved. Some minor reworking to do otherwise.

How extensive do you want our backgrounds to be? Will it somewhat fall into place as we go along? I'm pretty much going to be building off the idea of being a descendant of an ancient line of Dammerhall smiths who have lost many of the old arts.


Male Dwarf Trapsmith Rogue

Yea!!!

Now I just need to decide if I am sticking with love as a thief or going Ranger......

Khepri Are you sticking paladin? 2 deep rangers would be overkill.


Male Human Paladin /4 ]Hps 36/36 AC 23 FF 21 T 11 CMD 18 Fort +10, Ref +6, Will +8 Init +1 Per +0

Yep sticking Paladin, go for Deep Ranger!


Minor Crab-beast

I'm free and easy as far as background goes - as long as you've a personality and a reason for seeking Dammerhall it's good with me. Once we've got everyone out on the table I'll figure out a common thread to bind everyone together with.


Female Human Witch (Alley Witch)/7 URogue (Snoop)/1 HP 44/44 AC 20/T 14/FF 18 Init +3 Perc +13 Fort +4 Ref +7 Will +7/+9 vs. ench. effects

Looking at how the party has shaped up and the new options for stat mods, I'm going to change from a straight fighter to an archivist bard--that way, we'll have someone who can disarm magical traps (once we reach second level, anyway), and have some of the Knowledge skills we might otherwise be missing. That'll give Love the option of going deep walker.


Monk//Sorcerer 1; HP 16/16; AC 19/19/16; Init+3, Perc+6; F+6, R+5, W+8 (+2 Poison, Spells and SLA's), Darkvision 60'

This is the start of my deep earth sorcerer. I'll do the appearance and background tomorrow, but I was thinking she'd be a descendant of the royal family, and she has quested and is questing to reclaim her family's throne at Dammerhall. As a member of royalty, she might not be especially happy with the adventuring lifestyle, and might expect a certain level of respect from her colleagues, that May or may not be forthcoming, lol.


|| AC 20/T12/FF18 | HP 45/45 | F +6 R +4 W +8 | Init +5 | Perception +12 | Sense Motive +6 | Darkvision 90' || Dwarf (Deep Delver) Inquisitor 6

Padrym updated, working on background.


F Dwarf Cleric/1 HP 9/9|Hero points: TBD| AC 18 T 11 FF 17| Fort +3| Ref +1| Will +4| Init +1| Perc +2

I think I've got the mechanics of my archivist down. In addition to her array of Knowledge skills and (eventual) ability to deal with traps, she's working towards a trip build. It'll take a few levels to get anywhere reasonable with that, though.


Monk//Sorcerer 1; HP 16/16; AC 19/19/16; Init+3, Perc+6; F+6, R+5, W+8 (+2 Poison, Spells and SLA's), Darkvision 60'

Agna is done. I didn't go too much in depth for a background, as I'm not sure where we are currently based or anything like that.

She will be primary arcane, but I see her doing a lot of debuffing. Her Tremor ability might allow some trips, and Sleep will be her go to early on. With her personality, I have her taking Diplomacy and Intimidate skills, along with Know. Arcana and a bit of Spellcraft. I'll need to work some UMD in there as some point as well, but that'll probably be abut it for my skills.


F Dwarf Cleric/1 HP 9/9|Hero points: TBD| AC 18 T 11 FF 17| Fort +3| Ref +1| Will +4| Init +1| Perc +2

I've also got a cursory background for Hilde in her profile.

Incidentally, Agna and Hilde have identical stats, just arranged a little differently. Swapping DEX and CON would make them line up completely.


Monk//Sorcerer 1; HP 16/16; AC 19/19/16; Init+3, Perc+6; F+6, R+5, W+8 (+2 Poison, Spells and SLA's), Darkvision 60'

That's funny. Different versions of the same character type, it seems! Hopefully the boys can keep the bad guys away from us.


|| AC 20/T12/FF18 | HP 45/45 | F +6 R +4 W +8 | Init +5 | Perception +12 | Sense Motive +6 | Darkvision 90' || Dwarf (Deep Delver) Inquisitor 6

May have run into a badger problem. Little buggers don't have Darkvision. If I remember the promo material correctly having a light source in this AP is going to be bad.

EDIT: More and more this Darkvision issue to going to plague me I see. A lot of my Summons and Wildshapes don't have Darkvision.

DMVoV, how would you feel if I change Paddy to an Inquisitor?


Minor Crab-beast

Padrym - sure you can if you like... or there's no reason why we couldn't thrash out a 'Deep Earth Summons' feat that grants Darkvision to anything you summon?

Looks like we're getting there - so I'll aim to throw up the gameplay thread sometime today.


|| AC 20/T12/FF18 | HP 45/45 | F +6 R +4 W +8 | Init +5 | Perception +12 | Sense Motive +6 | Darkvision 90' || Dwarf (Deep Delver) Inquisitor 6

That would work, probably after I take Augment Summoning?


Minor Crab-beast

Aaaand we are live

Please make with some introductory statements to one another - for ease of getting started, assume you don't know much about your companions apart from that they share the passion to search for Dammerhall.

I'll open up the Discussion thread over there as well, and will close this one down once everyone's tagged the gameplay over there.


Male Human Paladin /4 ]Hps 36/36 AC 23 FF 21 T 11 CMD 18 Fort +10, Ref +6, Will +8 Init +1 Per +0

I have the other discussion thread open, but I think I am going to pivot from Stonelord Paladin to Foehammer Fighter. I am interested in Stonelord but having a hard time coming up with my concept and Foehammer seemed to sing for me better right now.


Monk//Sorcerer 1; HP 16/16; AC 19/19/16; Init+3, Perc+6; F+6, R+5, W+8 (+2 Poison, Spells and SLA's), Darkvision 60'

We're still missing two of you in the game thread. Everyone still in?


Stats:
AC 18/12/16, HP 39/39, F+6 R+4 W+7 Init +2, Per +2

I'm in! Just late. Tonight!


F Dwarf Cleric/1 HP 9/9|Hero points: TBD| AC 18 T 11 FF 17| Fort +3| Ref +1| Will +4| Init +1| Perc +2

Looks like Nar and Stáli are twins.

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