Dwarves of Gold Peak

Game Master Nathanael Love

Three months after a crushing defeat, the Dwarves of Gold Peak must band together, defend the city, rally their forces and allies, and eventually rescue the captured King Dak Nimbus.


451 to 500 of 1,403 << first < prev | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | next > last >>

AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

Congrats, GM!


Ongoing Effects:
200 Minutes+: Heroism(+3 morale attack/save/skills), hunters blessing (+2 vers. Giants; +2 Hills?))
HP: 93/93 (+10 temporary) | AC: 27(29 with Aid) / T: 10 / FF: 27 | F: +7, R: +2, W: +12 (all +5 vs Spells/SLA | CMB: +10, CMD: 19(+4 vs bull rush/trip) | Init: -1, Perception: +21 (Darkvision 60ft)

Congrats!

Also, I did not receive update notifications to the last couple posts in this and at least one other game - did for most other campaigns. I still check regularly, but regardless, wanted to mention it in case I take longer to react.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

I've returned from my honey moon!

We are still finishing clearing the old apartment/unpacking at the new house, but I'll be getting caught back up and then moving us forward this weekend at some point!


Male Dwarf, Storm| HP: 99/99 | AC: 22 (9 Tch, 21 Fl) | CMB: +11, CMD: 22 | F: +10, R: +4, W: +10 | Init: +3 | Perc: +2, SM: +15 | Resist cold, electricity 5 Mynrughdaer/10th| Speed 25ft (25ft) | Active conditions: None.

Awesome and congratulations!


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:

Congrats!


Male Stone Dwarf Oracle 7 | HP 52/52 | AC 22 (19FF, 13T) | F +4, R +5, W +5 | Init +3 | CMD 16 | Sp 7/7 7/7 5/5| 6 CLW Wand | Resist: 5 cold

Congratulations.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Ok, so wrap up XP:

Starting XP 25,186

Enemies XP: 2,600

Story Award/Ball XP: 2,000

Total current XP: 29,986 each

I've also updated fame and influence chart from the ball effects as follows:

All: 50 temporary fame and 50 temporary influence with House Goldbeard
Dvalin: 10 additional temporary fame from room effects
Durnim: 10 additional temporary fame from room effects, 15 temporary influence with House Stormhammer and 5 with House Goldbeard
Kragg: 20 additional temporary fame from room effects, carrying to 100 and becoming 1 permanent fame, 30 temporary influence with House Oldstone
Rubius- 40 additional temporary fame from room effects, carrying you past 100 to become 1 permanent fame (20 temporary left over)
Thurgrom: 20 additional temporary fame from room effects, carrying you to 100 and becoming 1 permanent fame, 15 temporary influence with House Stormhammer, 10 with House Cirrus, and 20 with House Ironfire
Vargas: 10 additional temporary fame from room effects


L

Nice! So 35k for lvl7 and we are at 29,986. We’re getting there. And we’re also slowly making names for ourselves. Good stuff.

A question though. 1 permanent fame, what does that translate to? As in, what kind of person would we reasonably expect to have that?


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Permanent is -5 to +5 scale, so +1 is like "local hero" level fame (negative being infamy for baddies).


Male Dwarf, Storm| HP: 99/99 | AC: 22 (9 Tch, 21 Fl) | CMB: +11, CMD: 22 | F: +10, R: +4, W: +10 | Init: +3 | Perc: +2, SM: +15 | Resist cold, electricity 5 Mynrughdaer/10th| Speed 25ft (25ft) | Active conditions: None.

Thanks for the clarification!


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Post any other actions you need to do the night of the ball; I will post the start of the next section tomorrow.


L

Kragg is good. The others have the rescuee well in hand. All he’d do is return to his clan holdings to get some rest.


Male Dwarf, Storm| HP: 99/99 | AC: 22 (9 Tch, 21 Fl) | CMB: +11, CMD: 22 | F: +10, R: +4, W: +10 | Init: +3 | Perc: +2, SM: +15 | Resist cold, electricity 5 Mynrughdaer/10th| Speed 25ft (25ft) | Active conditions: None.

Thurgrom will escort Ms. Aubra Stratus to the healers to get both the mynrughdaer to full health before bed and the lady checked on. The storm dwarf scion will keep his eyes out for any sign of Cinnamare or House Ironfire.


Male Dwarf, Storm| HP: 99/99 | AC: 22 (9 Tch, 21 Fl) | CMB: +11, CMD: 22 | F: +10, R: +4, W: +10 | Init: +3 | Perc: +2, SM: +15 | Resist cold, electricity 5 Mynrughdaer/10th| Speed 25ft (25ft) | Active conditions: None.

Thurgrom votes to drill the miltia and earn gold for the two militia actions.
In two to three days time, The mynrughdaer will stop by and visit Aubra Straus, to check on her general physical and mental health, make sure she's alright after her ordeal in the sewers, and be sociable.
Other days during the downtime, Thurgrom will make more social calls, making himself available for those whom need assistance in the keep, be they noble or layman.


Ongoing Effects:
200 Minutes+: Heroism(+3 morale attack/save/skills), hunters blessing (+2 vers. Giants; +2 Hills?))
HP: 93/93 (+10 temporary) | AC: 27(29 with Aid) / T: 10 / FF: 27 | F: +7, R: +2, W: +12 (all +5 vs Spells/SLA | CMB: +10, CMD: 19(+4 vs bull rush/trip) | Init: -1, Perception: +21 (Darkvision 60ft)

I concur for Drill and Earn Gold.

AFAIK that's the standard action for rank and the extra from Strategist.
We can ALSO use 5 downtime days for another action. Dvalin would be willing to spend 5 of his 8 days for that.
Since drilling costs gold, and can only be done once, that would mean 2 x Earn Gold, and 1 x Drill Militia.
(I think increase Tier was not yet available?)

(Also, 2 days of the downtime, increase general influence, visiting houses who were evacuated from the social event to inform them about the grave danger the were-rats present, and how it's more important than ever to stand united.)
Last day of downtime, Earn Gold to cover living expenses.

Or at least, thats my plan :)


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:

I concur


L

No disagreement from me. Will get a post up later today


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

Sounds good to me.

Can someone remind me if we make a check for each day of downtime or is it grouped?


Male Stone Dwarf Oracle 7 | HP 52/52 | AC 22 (19FF, 13T) | F +4, R +5, W +5 | Init +3 | CMD 16 | Sp 7/7 7/7 5/5| 6 CLW Wand | Resist: 5 cold

Sounds like a good idea.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

For downtime the checks are daily, but if you're spending multiple days on the same option you can group as many of them as you- then either roll once per each day (will tend to average over more days), or roll once and multiply by the days spent (riskier but chance for higher reward), or take 10.


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

Ok and can you remind me what checks I make for those?


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Subsystems

You can essentially use any appropriate skill- default to Diplomacy if nothing else, but with a justification for why that skill makes sense any one can work.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Drill got a bit away from me this weekend; I'll update tomorrow afternoon for the militia turns and then kicking off the next plot point.


L

Seems appropriate that you couldn’t do the militia rolls because in RL you were doing IDT. :)


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

I have a work trip on Thursday-Saturday and might not be able to post much from Thursday morning until later in the day Sunday.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Ok, so I messed up the leveling up of the Militia-- I was wrong and it takes way less to earn level 2-5. . . at 30 training, your militia is actually level 5 now.

That brings you to 2 max actions (+1 for the officer position), +4 Loyalty/ +1 other checks, and 4 max teams.

You still need to decide what the 3rd free team you had is, and then Vargas is recruiting a 4th team.

For the personal boons, in addition to the "skilled" extra skill point you get:

Gift (potion)- any one potion of 300 gold or less for free

Title (Director)- gain one of the following as
a bonus feat: Alertness, Deceitful, Persuasive, or Stealthy.

And 1500 experience as a story award, to bring you up to 31,486 total.


L

Gift (potion)- any one potion of 300 gold or less for free
* Potion of See Invisibility (a godsend when needed)

Title (Director)- gain one of the following as
a bonus feat: Alertness, Deceitful, Persuasive, or Stealthy.
* Persuasive: +2 Diplomacy (+14) and +2 Intimidate (+6)

It seems appropriate given how he is rising in the ranks of his clan.


Male Stone Dwarf Oracle 7 | HP 52/52 | AC 22 (19FF, 13T) | F +4, R +5, W +5 | Init +3 | CMD 16 | Sp 7/7 7/7 5/5| 6 CLW Wand | Resist: 5 cold

Technically speaking potions of See Invisibility don't exist as its a personal spell... Normally need to get the 1000gp Elixir of Spirit sight to approximate it.

We got Skilled and extras?


L

Oh? I’ve never actually used potions before. I tend not to use consumables. Any advice on a good one then?


Male Dwarf, Storm| HP: 99/99 | AC: 22 (9 Tch, 21 Fl) | CMB: +11, CMD: 22 | F: +10, R: +4, W: +10 | Init: +3 | Perc: +2, SM: +15 | Resist cold, electricity 5 Mynrughdaer/10th| Speed 25ft (25ft) | Active conditions: None.

I'm confused. We all get an extra skill point, a potion and a free feat?


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Correct- as the militia levels up, it provides perks to the PCs as it goes at certain levels.


L

Having a potion of invisibility.


Male Dwarf, Storm| HP: 99/99 | AC: 22 (9 Tch, 21 Fl) | CMB: +11, CMD: 22 | F: +10, R: +4, W: +10 | Init: +3 | Perc: +2, SM: +15 | Resist cold, electricity 5 Mynrughdaer/10th| Speed 25ft (25ft) | Active conditions: None.

Thurgrom takes the Persausive feat (+15 to Diplomacy and +13 to Intimidate!!)
+1 skill point in Knowledge (dungeoneering) (made the most sense)
and took a potion of Remove Paralysis (could come in handy) as a gift.


Ongoing Effects:
200 Minutes+: Heroism(+3 morale attack/save/skills), hunters blessing (+2 vers. Giants; +2 Hills?))
HP: 93/93 (+10 temporary) | AC: 27(29 with Aid) / T: 10 / FF: 27 | F: +7, R: +2, W: +12 (all +5 vs Spells/SLA | CMB: +10, CMD: 19(+4 vs bull rush/trip) | Init: -1, Perception: +21 (Darkvision 60ft)

Skilled: +1 Fly(had some time to practise with the Hex now)
Feat: Alertness(none of them are a particularily good fit for me, but offsetting the Wisdom Penalty is desirable)
Potion: Cure moderate Wounds - not innovative, but helpful all the same.


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:

Skilled: +1 rank to Perception
Feat: Alertness
Potion: Spider Climb


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

Skilled: +1 rank to escape artist
Feat: Stealthy
Potion: See invisibility


Ongoing Effects:
200 Minutes+: Heroism(+3 morale attack/save/skills), hunters blessing (+2 vers. Giants; +2 Hills?))
HP: 93/93 (+10 temporary) | AC: 27(29 with Aid) / T: 10 / FF: 27 | F: +7, R: +2, W: +12 (all +5 vs Spells/SLA | CMB: +10, CMD: 19(+4 vs bull rush/trip) | Init: -1, Perception: +21 (Darkvision 60ft)

@Rubius: With those mods, you'd auto-succeed alone by Taking 10(but of course, we wouldn't know the DC).
Regardless, if you assume some aid to be given(which must be rolled for) we should be good on most survival checks if you take the average - just a suggestion :)


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

Sure thing. I'm just used to a GM in many PBP games who hates taking 10. GM, you fine with us taking 10 on things like this, for future reference?


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Hey guys, I'm on the road tonight- will update tomorrow.


Cloud Dwarf | HP 90/90 | Rage 13/13 | Windsight 4/4 | Flex 5/5 | 1st 6/6 | 2nd 3/3
Stats:
AC 20 touch 10 flat 20 | Fort +8 Ref +1 Will +5 | Initiative +0 | Perception +14, Wind Sight, Darkvision 60 ft
Active condition:

I've a business trip this week leaving tomorrow. My posting will be intermittent. I may return Thursday, but it potentially drags to Friday. Please bot me as necessary.

I'm going to try to post tonight after the kids get to bed.

cheers


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Sorry guys, just to let you know my Kansas City trip is kicking my butt here; I'll try to get a good update tonight or tomorrow AM


L

No worries, and thanks for checking in


Ongoing Effects:
200 Minutes+: Heroism(+3 morale attack/save/skills), hunters blessing (+2 vers. Giants; +2 Hills?))
HP: 93/93 (+10 temporary) | AC: 27(29 with Aid) / T: 10 / FF: 27 | F: +7, R: +2, W: +12 (all +5 vs Spells/SLA | CMB: +10, CMD: 19(+4 vs bull rush/trip) | Init: -1, Perception: +21 (Darkvision 60ft)

So, if this goes downhill...whats our plan?

*whistles innocently*


L

Guess we’ll die


Ongoing Effects:
200 Minutes+: Heroism(+3 morale attack/save/skills), hunters blessing (+2 vers. Giants; +2 Hills?))
HP: 93/93 (+10 temporary) | AC: 27(29 with Aid) / T: 10 / FF: 27 | F: +7, R: +2, W: +12 (all +5 vs Spells/SLA | CMB: +10, CMD: 19(+4 vs bull rush/trip) | Init: -1, Perception: +21 (Darkvision 60ft)

Did I mention that Wisdom was my dump stat?
But then, holding a thermal detonator sometimes works out...
I am not making that obvious, but if things go downhill, that will be the "Freeze or we all blow up" last straw-thing...


Male Dwarf, Storm| HP: 99/99 | AC: 22 (9 Tch, 21 Fl) | CMB: +11, CMD: 22 | F: +10, R: +4, W: +10 | Init: +3 | Perc: +2, SM: +15 | Resist cold, electricity 5 Mynrughdaer/10th| Speed 25ft (25ft) | Active conditions: None.

Ahh! The old 'Holding A Thermal Detonator' trick. Classic!


Male Dwarf, Storm| HP: 99/99 | AC: 22 (9 Tch, 21 Fl) | CMB: +11, CMD: 22 | F: +10, R: +4, W: +10 | Init: +3 | Perc: +2, SM: +15 | Resist cold, electricity 5 Mynrughdaer/10th| Speed 25ft (25ft) | Active conditions: None.
Dvalin Fafnirson wrote:
Regarding positioning: I understand the fight is to be entertainment? That is, they are limited in what they can do? If we all "bunch up" in the middle, then 7 of them could ice-storm us into oblivion quite effectively. That is, are we supposed to fight 1:1 or is it a team brawl with no holds barred? If the latter, we may want to spread out as far as possible to diminish the impact of their opening salvo...(I have a regular position and a cyan alternate position on the map.)

I like Dvalin's idea. Nobody wants to be a part of a cold blast gangbang. We take the fight to them. We watch each other's backs, assisting when possible.


AC 17 T 13 FF 14 | HP 91/93 | F 12 R 8 W 16 | Init: +14 (+16 if I act in surprise round) | Perc: +27 | Conditions: | Bane rounds: 15/15| Spells: 7/7 1st, 6/6 2nd, 5/5 3rd, 2/2 4th | DR 5/B
Tawny stats:
AC 24 T 14 FF 23 | HP 74/84 | F 9 R 10 W 7 | Perc: +8 | DR 5/B (low-light vis and scent)| Conditions: Defending bone for DR 5/B and mage armor for AC 28

We definitely want to spread out if this is team v team.


Male Stone Dwarf Oracle 7 | HP 52/52 | AC 22 (19FF, 13T) | F +4, R +5, W +5 | Init +3 | CMD 16 | Sp 7/7 7/7 5/5| 6 CLW Wand | Resist: 5 cold

I was asking for the lighting level as Vargas can darkness/deeper darknesss to change out the fight a lot if they don't have darkvision versus a team of dwarves. :)


Ongoing Effects:
200 Minutes+: Heroism(+3 morale attack/save/skills), hunters blessing (+2 vers. Giants; +2 Hills?))
HP: 93/93 (+10 temporary) | AC: 27(29 with Aid) / T: 10 / FF: 27 | F: +7, R: +2, W: +12 (all +5 vs Spells/SLA | CMB: +10, CMD: 19(+4 vs bull rush/trip) | Init: -1, Perception: +21 (Darkvision 60ft)

Just to support that: Darkness helps me double. Dvalins Heavy Mace is made of Druchite. If the enemy only sees me with Darkvision, the shadowy nature of my weapon grants a +2 circumstance-Bonus on Attack Rolls.
So, yeah, even against stuff that has Darkvision, I would welcome darkness/deeper Darkness ;)

451 to 500 of 1,403 << first < prev | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Dwarves of Gold Peak Discussion All Messageboards

Want to post a reply? Sign in.