Throne of Night PbP

Game Master Reckless

Fire Mountain Games' Throne of Night Explorer (Dwarf) edition PbP.


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HP: 87/87Init: +6 AC:23 FF:20 T:14 F:11 R:12 W:8 Combat Reflexes, Reach

"Take it with ye boy we don't got all night. Get your plans and bring em along Elmador though I doubt we'll find anything more suitable here than what tracks through mud and roads."

Mirrin heads out with a long list in mind no doubt going to grow longer as the four dwarves considered the need of feeding seven.


HP 9/10 ⎢ AC 17 ⎢ T 14 ⎢ FF 13 ⎢ CMD 15 ⎢ F +1 ⎢ R +6 ⎢ W +0 ⎢ Init +6 ⎢ Per +4

In true dwarven style Grunyar finishes his ale in a few draughts and follows Mirrin.


Male Dwarf Wizard (Earth) HP: 6/6 | AC:14 | T:14 | FF: 10 | F: -1 R: +4 W:+5| Init: +4 | Perception: +6 | Sense Motive: +11

"Let's buy t'wain and mules and bring it back t' inn. We can make oursens a supplies list an' split up t'buy it and then have the grocers deliver t' goods to the inn int t' morning. We can pay t'stableboys a silver to load th' wain for us."

itching to get on with the adventure rather than shop now!
I've also decided that Elmador speaks with a broad Yorkshire accent.

Liberty's Edge

Male Human Commoner 2

After finishing up preparations, you make your way into the canyon and find the promised entryway,taking a bit of time managing the wagon and mules. Once you've found the entrance, it's a simple matter of following the winding, lifting, falling tunnel.

The adventure begins in the bright sun, but by the end of the first day, you've left that miles away. While your eyes see the rough-craiged walls and floor with ease, not so the donkeys pulling the wagon, so they need light or guidance. Thankfully, so far the tunnels have been, primarily speaking, smooth enough and wide enough for the wagon, although a few spots during the first day required a bit of engineering.

If you research holds true, you should be finding a major passage called the Gnome King's Highway after a few days, and if you head east from there, you should find Fasturvalt.

Far from the sunlit world of chirping birds and the bustle of human activity, each day the sounds of boot on stone, the creak of the wagon wheels, and the breathing of your companions and the mules become the only sounds filling your world. It's no wonder your ancestors sang.

Day three brings a relief from the quiet in the form of a terrifying tremor that reverbs through the caves, shaking the ground, walls, and ceilings alike. Although centered far away, the feel of your entire world shaking around you fills the mules with terror at least. (Someone can roll handle animal to quiet them, DC 15, or one of them becomes injured in panic.)

Day four brings you to the Gnome King's Highway, a wide cavern much smoother than what you've been traveling, carved long ago by ice or water, or by some god's hand.

Getting your bearings, you head eastward. Another day's travel brings you into an area of the highway surrounded by stalagmites and stalactites, forcing the passage proper to a narrower gap of only 10-15' from the highway's usual 20' width. Here lies a single purple wheel from a wagon, a strange sight, and the first signs of anything resembling civilization you've seen.


HP: 87/87Init: +6 AC:23 FF:20 T:14 F:11 R:12 W:8 Combat Reflexes, Reach

1d20 + 2 ⇒ (19) + 2 = 21 Handle animal

Unslinging and stringing his bow Mirrin speaks to the rest of the group. "Keep yer eyes open lads and put out the lights."

Digging briefly through the wagon mirrin pulls out one of the ten foot poles and carefully with bow still in hand he reaches out and pushes the wagon wheel aside with the pole.


Male AC:17 FF:16 TCH:11 F:+2 R:+1 W:+6 SR6 HP:8/8 INIT:+1 PERC:+8 DVision 90' Dwarf Druid 1

Nice roll Mirrin :)

Wrex nods and pulls out his hammer, keeping an eye on the animals. He tries to keep them quiet and still as the others put out the lights, getting ready to command his companion to attack any danger lurking in the darkness.

He runs his hands over the muzzles of the mules, silencing them while the others check for danger.

Handle Animal: 1d20 + 7 ⇒ (14) + 7 = 21


Spells and Consumables Dwarf Cleric 6 | Init -1 | HP 59 | AC 22 (20) |PP 13 ||

Garnult follows his elder cousin's lead, drawing his Longaxe and taking a position in the fore of the party to defend in the case of an attack.


Cleric (Forgemaster) hp 9/9 | Ac 13 | T 11 | FF 12 | I+1 | F+3 R+1 W+5 | Perception +3 Sense Motive +7

Donagh loads his crossbow, it seems that his companions know what they are doing.


Male Dwarf Wizard (Earth) HP: 6/6 | AC:14 | T:14 | FF: 10 | F: -1 R: +4 W:+5| Init: +4 | Perception: +6 | Sense Motive: +11

my last post ended up having 100 (actually 100) d20 rolls in it so I deleted it!

Elmador casts his eyes ahead to look for footprints or other signs of recent passingperception: 1d20 + 6 ⇒ (13) + 6 = 19.

He takes off his backpack and walks over to the wagon putting it there and helping his Familiar up onto the back of it too "stay here ma boy, we might be having trouble soon" he whispers. He rolls up his sleeve and pats his waist checking his component pouch is firmly attached.

if Elmador spots tracks then I'll roll knowledge [dungeoneering] check to see if I can identify them if that's okay? 1d20 + 10 ⇒ (2) + 10 = 12


HP 11/11 AC:19 F:17 T:12 Save F:+4 R:+2 W:+3 Init:+2 Perc:+6(+8)

Similar to others, Dain's weapons are in his hands before he was even aware. With most of his comrades surveying ahead, he keeps his eyes trained on the back, as well as the ceiling above them, making sure there are no surprises from there as well. He mutters under his breath a quick prayer to Steel Sister, finding solace in the fact that her guiding hand is there, as always.

If allowed, Cast Guidance on self
Perception: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22


HP 9/10 ⎢ AC 17 ⎢ T 14 ⎢ FF 13 ⎢ CMD 15 ⎢ F +1 ⎢ R +6 ⎢ W +0 ⎢ Init +6 ⎢ Per +4

Having walked in silence Grunyar moves to the lanterns and blows them out. "Will do," he whispers and draws his blades.

Liberty's Edge

Male Human Commoner 2

Elmador's search reveals some drag marks in the rubble of the stone floor, as well as some kind of sticky substance, perhaps some kind of webbing, spaced apart like footprints on the walls nearby.

As Grunyar blows out the lights, you eyes adjust to the sudden darkness, seeing the underdak passage as your ancestors would have.

The wheel, purple under normal light, reveals silver stripes under proper sight.


Male Dwarf Wizard (Earth) HP: 6/6 | AC:14 | T:14 | FF: 10 | F: -1 R: +4 W:+5| Init: +4 | Perception: +6 | Sense Motive: +11

"Me frien's, be extra careful. See thas drag marks ohn there, 'n' those, there, look like footprints of naught I've seen afore, but it looks vaguely like spider web - look t'roof an all lads. An' s%%+ and bother if'n another devotee of the Silent Sister has met some misfortune at this spot an all"

Elmador is going to walk over to the drag marks to take a closer look.


HP 11/11 AC:19 F:17 T:12 Save F:+4 R:+2 W:+3 Init:+2 Perc:+6(+8)

Shield in hand and his weapon drawn, Dain is right next to Elmador, making sure he is there to protect his fellow dwarf should the need arise. His eyes are constantly darting between the ground in front of them, walls and the ceiling. Muttering under his breath, he adds:

"It was nigh' time to start returnin' the sacred light of Steel Sister to this place."


Spells and Consumables Dwarf Cleric 6 | Init -1 | HP 59 | AC 22 (20) |PP 13 ||

The Sister has sent us a sign. Be prepared and see to the mules, we can't have them running off.

Garnult says as he begins moving towards the wheel to see what he can of the item.


Cleric (Forgemaster) hp 9/9 | Ac 13 | T 11 | FF 12 | I+1 | F+3 R+1 W+5 | Perception +3 Sense Motive +7

Donagh has his eyes fastened on the wheel as he moves towards it.
"It surely must be a sign from our Steel Sister that we are on the right path and she approves of our missive!"

He referently lays his hand on the wheel
"Honored Bryggya, thank you for this omen, we will continue to honor you by word and deed alike"


HP: 87/87Init: +6 AC:23 FF:20 T:14 F:11 R:12 W:8 Combat Reflexes, Reach

"Aye tit mebbe a sign. Er, jes a warnin. Stay on guard." Packing the pole and picking up the wheel he looks at it closely to see what sort of damage caused it to come of its respective wagon."[/b]

1d20 + 7 ⇒ (10) + 7 = 17 Perception on wheel.

Coming to a decision he adds. "Ima scout a bit ahead an' see what the tunnels have in store for us. Wait about five minutes to give us a good lead then carry on. Gunyar come with me I need a second pair-o-eyes to watch me back."

Unless someoen stops him Mirrin, and hopefully Gunyar, will stealth ahead and scout for about an hour following these tracks. If the tracks lead off the road we won't follow them but mark the place where they lead off and move on down the road before coming back to the main group.

1d20 + 7 ⇒ (20) + 7 = 27 Perception to track.

1d20 + 5 ⇒ (17) + 5 = 22 Stealth

1d20 + 7 ⇒ (4) + 7 = 11 General perception

Liberty's Edge

Male Human Commoner 2

The wheel seems to have been made from the stem of a very large mushroom, dried and treated with some kind of alchemical substance to firm it up.

As Mirrin and Grunyar move forward, Elmador finds that the largest scrapings lead towards the stalactite-infested area. Upon further investigation, he discovers the ruins of a wagon pulled into the recesses of the area, hidden from view on the path. The rest of the wagon is made of a white fibrous material, with purple fibrous wheels and a purple fibrous buckboard. The three remaining wheels lack the silver stripes, and are badly bent or broken. The wagon itself is not in any better shape.

Mirrin sees faint signs that some gigantic spider-like creatures dragged goods and/or unfortunate wagon passengers further down the path, until about twenty-five feet away from the main group, where they find a larger trail- some large creature has been dragged off down the passage with little attempt to hide it.

Spoiler:

1d20 + 15 ⇒ (8) + 15 = 23 Stealth
1d20 + 6 ⇒ (8) + 6 = 14 Perception
Whoever is hiding remains so for now.


HP: 87/87Init: +6 AC:23 FF:20 T:14 F:11 R:12 W:8 Combat Reflexes, Reach

Mirrin and Gunyar will continue down the path until they're either spotted or they spot seomthign.


HP 9/10 ⎢ AC 17 ⎢ T 14 ⎢ FF 13 ⎢ CMD 15 ⎢ F +1 ⎢ R +6 ⎢ W +0 ⎢ Init +6 ⎢ Per +4

Omen, my hairy ass. It is just leftovers, Grunyar tells himself. In the dark Grunyar only approves Mirrin's request with a nod. Following his fellow dwarf the young one kicks a few loos stone along the way. To use to houses and not caves he contemplates as they move along. Upon reaching the wagon Grunyar tucks Mirrin's sleeve, points to the broken wood and signals that he isn't sure what to make of the sight.

Stealth: 1d20 + 7 ⇒ (6) + 7 = 13
Perception: 1d20 + 4 ⇒ (15) + 4 = 19


Male Dwarf Wizard (Earth) HP: 6/6 | AC:14 | T:14 | FF: 10 | F: -1 R: +4 W:+5| Init: +4 | Perception: +6 | Sense Motive: +11

perception: 1d20 + 6 ⇒ (12) + 6 = 18 I'm going to look closer at the wagon looking for goods, and then see if there are any surviving passengers in hiding

Elmador looks at the wagon amazed at the ingenuity of building a wagon from mushrooms and astonished at the size of the fungus. He looks around the area and then whispers out in undercommon "Greetings, if there's anybody there then I think now would be a good time to come out and tell us what befell you here. We mean you no harm at all".

He repeats his request a few times and if he gets no response then murmurs "Dain, we can come back here shortly but I think it might be for the best if we stay near t' the rest o' the party don't you?

Following his noisome investigation of the wagon Elmador makes an effort at stealth as he joins the others stealth: 1d20 + 4 ⇒ (14) + 4 = 18


HP 11/11 AC:19 F:17 T:12 Save F:+4 R:+2 W:+3 Init:+2 Perc:+6(+8)

Dain keeps close to Elmador all the time. He is either few steps ahead (when simply moving ahead), or just a few steps back when he does not want to be in wizard's way (while he's searching for tracks). He helps him to briefly examine the mushroom wagon, and then moves along doing his best to be silent, despite his clunky armor.

Stealth: 1d20 + 2 - 6 ⇒ (16) + 2 - 6 = 12


HP: 87/87Init: +6 AC:23 FF:20 T:14 F:11 R:12 W:8 Combat Reflexes, Reach

I guess you guys are looking at it when the wagon passes since Mirrin would have shooed you back to let the scouts work. :P

Liberty's Edge

Male Human Commoner 2

Clarification: Elmador found the wagon,wrecked, in the hidden recesses of the area filled with stalactites and stalagmites near where you found the wheel. Mirrin and Grunyar found a trail beginning about 25' away that indicated a large quadruped was dragged off further down the cave system. The map linked above shows the wagon's location.

Mirrin and Grunyar find the trail easy to follow, especially since whatever dragged away the corpse made no efforts to hide it. Additionally, no other direction to move except ahead. The trail drags on for miles, so unless you turn back to get the rest of the group, I'll base how far you get ahead on how long the group tarries here.

Meanwhile, back with the rest of the group, once Elmador has spoken in undercommon with assurance of peace, a timid, tiny female voice calls back from the corner of the cave. "And what manner of beings are you then? You look like Duergar, but no Duergar promises peace. You ain't drow nor spiders neither." In the dark, a small cloaked figure hides partway behind a stalagmite.


Male Dwarf Wizard (Earth) HP: 6/6 | AC:14 | T:14 | FF: 10 | F: -1 R: +4 W:+5| Init: +4 | Perception: +6 | Sense Motive: +11

Elmador stops dead in his tracks and turns towards the voice and speaks in undercommon "Its as I feared then, we've been gone too long from beneath the ground and we dwarves are no longer recognised while our bastard cousins are. We are dwarves, hidden one, heirs to Dammerhall come to find our fallen city and reclaim our honour. Now why don't you come out from that hiding place and tell us what happened here. It'd be a courtesy to know what we are walking into and it may be we can help you. I assume you have companions? I swear by all the secrets behind the Silent Sister mouthless face that we intend no harm.".

diplomacy: 1d20 + 13 - 1 ⇒ (19) + 13 - 1 = 31

Liberty's Edge

Male Human Commoner 2

A young svirfneblin woman steps out, a wry smile on her lips. "Aye, surface dwellers then. That's better'n I'da hoped for after the ambush, for certain." she stares at the group, her wide eyes taking in your countenances. "So yer not with the Skis'raal, and yer not Duergar. Sure, I can tell ye what happened. Coupla Skis'Raal jumped us from hiding, went right fer the sheriff and killed him where he stood. Now, as surface dwellers ye probably woulna know this, but that ain't normal fer the spiders. They prefer live meat. In fact, they took the rest of the crew alive, poor bastards."


Cleric (Forgemaster) hp 9/9 | Ac 13 | T 11 | FF 12 | I+1 | F+3 R+1 W+5 | Perception +3 Sense Motive +7

Donagh speaks to the woman in gnomish

"Are you hurt? Can we offer you anything to drink or eat?"

If she is hurt Donagh will cast a cure light wounds.

After she has eaten and drank something Donagh asks: "What are these Skis'Raal?"


Spells and Consumables Dwarf Cleric 6 | Init -1 | HP 59 | AC 22 (20) |PP 13 ||

You speak truth cousin. How better to show this youngling that the Dammerhall Dwarves have returned than to find her kinfolk.

Garnult turns to the Svirfneblin woman and introduces himself in Dwarven, hoping she understands

Do not fear young gnome, we will show you the true honor of Dwarves. My name is Garnult, what can you tell us of these "Skis'Raal"

Liberty's Edge

Male Human Commoner 2

"The Skis'raal, yes, they attacked the sheriff's wagon on his fool quest fer help. Like I was sayin, they different from most of the spiderfolk. See, normally, Skis'raal don't attack people too often, an almost never without good cause first."

She moves slightly closer, for a better look. "Aye, yer paler than the Duergar, I see. Anywho, this pair went right fer the sheriff, killin him before even attackin anyone else. That's when I realized ain no one makin it out alive an I hid. Good thing too, cause I was right as rock on that score. Been hidin out almost a day, waitin fer someone to come along I could tag with. After draggin the sheriff an the others away, they come back after several hours and dragged off the cave lizard, babbling on an on about how succulent a morsel he was."


HP 9/10 ⎢ AC 17 ⎢ T 14 ⎢ FF 13 ⎢ CMD 15 ⎢ F +1 ⎢ R +6 ⎢ W +0 ⎢ Init +6 ⎢ Per +4

How far ahead are Mirrin and I?


Male Dwarf Wizard (Earth) HP: 6/6 | AC:14 | T:14 | FF: 10 | F: -1 R: +4 W:+5| Init: +4 | Perception: +6 | Sense Motive: +11

"I'm sorry but I don't know of these Skis'raal you speak of. Perhaps we have a different name on the surface. Would you mind describing them for is? They speak? Talking spiders? Can they be reasoned with or are we bound to end this with bloodshed to ensure the safety of your companions?" Elmador stops speaking as he realises he's committed a faux pas "M'lady, forgive my poor manners I'm Elmador Tarnhammer, scribe, engineer and chronicler of this journey and these are my friends and kinsmen. We are at your assistance" he manages to stammer out.

knowledge dungeoneering: 1d20 + 10 ⇒ (20) + 10 = 30


Spells and Consumables Dwarf Cleric 6 | Init -1 | HP 59 | AC 22 (20) |PP 13 ||

Can I understand the Gnome? Not sure what language everyone is speaking. Garnult only has Dwarven and Common, will be putting into linguistics for undercommon...thanks Elmador for the nightly speech lessons.
The Sheriff was on a quest for help.
Garnult says, picking up on the first part of the Gnome's speech.

We begin our journey to reclaim Dammerhall just as our Gnomish neighbors need assistance. Brygga shows...

Where is Mirrin? He can follow these spiderfolk.


Male Dwarf Wizard (Earth) HP: 6/6 | AC:14 | T:14 | FF: 10 | F: -1 R: +4 W:+5| Init: +4 | Perception: +6 | Sense Motive: +11

Anyone of us can translate for you Garnult, I think you're the only one who doesn't speak Undercommon

Liberty's Edge

Male Human Commoner 2
Grunyar Stonejoy wrote:
How far ahead are Mirrin and I?

About 300 feet by the beginning of the conversation. (DC 25 Perception check to hear that they're talking, DC 30 to make out what they're saying.)

Liberty's Edge

Male Human Commoner 2

((She has been speaking in dwarven.))

"Well, don blush none, Elmador Tarnhammer, I won't stand on ceremony if you don. My earned name is Iverna Already-Has-Your-Knife, but most folks jus call me Knivy Ivy. So, the Skis-Raal are really big spiders, like maybe your size, and yeah theys can talk and think like mos folk. Theys have cave somewhere in the Fungal Jungle. Used to be lot more o them out there, but theys been fightin with the Myceloids fer a dozen or so years on an off. Anyway, unless you're a Shroom-man, they alright usually."

She pauses, chewing her words "These two, though, I'd say they weren't too normal for Skis-Raal, I mean they left the others alive for eatin after the killed poor Sheriff Gunther, but the way they attacked him- they knew who they were going after. Old Gunther had the right idea leaving Fasturvalt, what with Lord Slowly" she rolls her eyes when she talks about him. "treatin with them drow folk an all, but I think someone musta seen us leaving."


HP 9/10 ⎢ AC 17 ⎢ T 14 ⎢ FF 13 ⎢ CMD 15 ⎢ F +1 ⎢ R +6 ⎢ W +0 ⎢ Init +6 ⎢ Per +4

Grunyar looks to Mirrin as they pause for a short stop and gestures as to indicate for them to keep pressing forward awaiting his more experienced companions reaction.


HP: 87/87Init: +6 AC:23 FF:20 T:14 F:11 R:12 W:8 Combat Reflexes, Reach

Yeah still moving. I think we're waiting on their interaction. :P


Spells and Consumables Dwarf Cleric 6 | Init -1 | HP 59 | AC 22 (20) |PP 13 ||

Garnult's eyes narrow at the mention of the enemy. The race of foul elves responsible for the raid which took his father's life.

These are perilous times... first let us fetch your kinsman back from the Skis'raal. Then we will discuss Fasturvalt.

Garnult begins gathering his items to leave.


Male Dwarf Wizard (Earth) HP: 6/6 | AC:14 | T:14 | FF: 10 | F: -1 R: +4 W:+5| Init: +4 | Perception: +6 | Sense Motive: +11

At mention of drow the normally diplomatic and calm Elmador feels a cold flush of rage, disgust and interest run through him. Well, my chance to get some answers might come sooner than I thought, unlikely but if we meet some drow they might know -something- of Dammerhall's fall he thinks.

if we're speaking in Dwarven I'm going to maintain the annoying faux Yorkshire

"Ivy, sounds like there is more t'yon presence 'ere than we 'ave time t'discuss right now, but it sounds as though t'sherriff and this 'ere...Lord Slowly did ya say? were at odds somehow and that t'drow are involved in all o' it. After we've rescued your companions, an' I'm sure we can, my fellows 'ere are exceptional, you mus' fill us in. Do you think it would be safe t'call for our friends scouting ahead? Time enough has passed that these Skis'Raal are not likely t'be in the immediate vicinity I think

talking dwarve sized assassin spiders he shakes his head things got interesting more quickly than I thought they would.


Cleric (Forgemaster) hp 9/9 | Ac 13 | T 11 | FF 12 | I+1 | F+3 R+1 W+5 | Perception +3 Sense Motive +7

Donagh touches his holy symbol

"May the Steel Sister give us strength and perseverance so that we can free your friends"

He then turns to Ivy,

"How long do you think we need to travel to this cave where the Skis-Raal live?"

Question: any frontliner without a masterwork weapon?


HP: 87/87Init: +6 AC:23 FF:20 T:14 F:11 R:12 W:8 Combat Reflexes, Reach

Me, Garnult, Gunyar and Dain all do not have masterwork weapons and are on the frontline in some form or another.


Cleric (Forgemaster) hp 9/9 | Ac 13 | T 11 | FF 12 | I+1 | F+3 R+1 W+5 | Perception +3 Sense Motive +7

Funny, there where so many applicants with the masterwork weapon trait that I thought most of our groups frontliners had that trait as well. Oh well, more weapons for me to put runes on


HP 11/11 AC:19 F:17 T:12 Save F:+4 R:+2 W:+3 Init:+2 Perc:+6(+8)
Donagh wrote:
Funny, there where so many applicants with the masterwork weapon trait that I thought most of our groups frontliners had that trait as well. Oh well, more weapons for me to put runes on

O goody, goody, goody! :-) I consider Dain a front-liner if that is where the team needs him to be. He has a fairly decent armor, with a nice hefty shield, so he should be able to tanks&spank as needed.

Dain listens to Knivy-Ivy story without any interruption. He is aware that he is definitely not the best spokesman around, so he is more than content to leave all the "introduction stuff" to Elmador, who seems to be more than capable. He simply nods when (if) presented by the wizard, and looks disinterested, but his keen little eyes are exploring the scene around them, searching for clues which might either corroborate her story, or tell him if something is missing.

Hearing the expression "Skis-Raal" he tries to remember if he has encountered those creatures before, under that or any other name.
Knowledge/Dungeoneering: 1d20 + 4 + 5 ⇒ (2) + 4 + 5 = 11 To identify Skis-Raal, if possible

Liberty's Edge

Male Human Commoner 2

"Oh, the Fungal Jungle caves I was speakin of are days away. These two, theys gotta be somewhere closer. First time they left with prisoners was maybe a day ago, theys came back for the lizard maybe five, six hours later. Wherever theys went was probably miles away, but not days. Maybe should catch up with yer friends before they get too far ahead." Knivey Ivy still cautiously eyes each member of the group, looking for intentions.


Spells and Consumables Dwarf Cleric 6 | Init -1 | HP 59 | AC 22 (20) |PP 13 ||

Should we be leaving the mules and wagon?

Garnult steps forward and places his hand on the gnome's shoulder.

We will go and fetch back your kinfolk if we can.

To the rest of the Dwarves he says

Grab your things and lets go, time must not be wasted.

Garnult begins a slow jog down the path that Mirrin disappeared into...


HP 9/10 ⎢ AC 17 ⎢ T 14 ⎢ FF 13 ⎢ CMD 15 ⎢ F +1 ⎢ R +6 ⎢ W +0 ⎢ Init +6 ⎢ Per +4

I have a master-crafted weapon and a normal.


Male Dwarf Wizard (Earth) HP: 6/6 | AC:14 | T:14 | FF: 10 | F: -1 R: +4 W:+5| Init: +4 | Perception: +6 | Sense Motive: +11

I don't think we should leave the wagons and mules, no. We should trundle them forward as best we can. If we're separated from our supplies we'll die just as surely as if we let some massive spiders eat us

"I'll cast one little light for the mules t'see by and get 'em moving along. Should be able to keep up wi' you all. Do you want to sit on t'wagon Ivy? It ain't much but it's surely better'un walking if you've been crouched down behind a rock for best part o' a day"


Cleric (Forgemaster) hp 9/9 | Ac 13 | T 11 | FF 12 | I+1 | F+3 R+1 W+5 | Perception +3 Sense Motive +7

"Garnult, Bryggya looks favourable on your actions. She knows how it is to be a captive and would not condone us if we where to ignore Ivy and her kin."

Donagh follows Garnult.


Male AC:17 FF:16 TCH:11 F:+2 R:+1 W:+6 SR6 HP:8/8 INIT:+1 PERC:+8 DVision 90' Dwarf Druid 1

Wrex nods when everything is sorted out in the group. He seems a bit quiet, contemplating the threat of the giant spiders. He waits for the mules to readjust to the light, and for Ivy to get on if she wants.

"Unless the caverns get tight, I don't imagine a pair of mules having a hard time keeping up with a pack of dwarves any day. Come on, you," he urges the mules onwards after his companions. 1d20 + 7 ⇒ (19) + 7 = 26 (Handle Animal)


HP 9/10 ⎢ AC 17 ⎢ T 14 ⎢ FF 13 ⎢ CMD 15 ⎢ F +1 ⎢ R +6 ⎢ W +0 ⎢ Init +6 ⎢ Per +4

The sound of a jogging dwarf isn't subtle, much less a paladin in scale mail. The sound reaches Grunyar before the sight and he stops, taps Mirrin on the back and point in the way of the sound before he steps to the side of the path preparing for whatever makes that noise.

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