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.


601 to 650 of 1,403 << first < prev | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | next > last >>

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: I would tell you, but right now Dvalin has no idea what they are trying to do, never having considered that possibility. I think it will dawn on him now with the stone slab shielding them...that said, I don't think we can stop him from returning at least once, and right now, it seems a good idea to clean out surrounding enemies before they do the same with us - if they hit, the attacks are painful.

I also second the request for Kragg to 5-foot step if still possible...otherwise I will be trapped next to the melee guys surrounding me.


L

Please feel free to move me in any direction you find most helpful


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)
Vargas Blackstone wrote:
A slight cough comes out from an invisible source. "Ready a ranged attack to interrupt the healing spell?"
GM wrote:
With a final push, the Shaman gets the lid tipped up on edge- the body of the Blood Chief now lies behind it, and the coffin lid rests in front, imposing a stone slab between you and those behind it. The slab provides full cover in a straight line.

They have full cover. I considered to cast my spell when I notice casting from around the coffin, trying to force a concentration check, but without visual perception, and with combat close by, it's very likely I would have wasted my turn.

Arrows/Bolts won't help at all against full cover unless Rubius has some trick shot.


L

“You can move up to 5 pounds per kineticist level of rocks, loose earth, sand, clay, and other similar materials up to 15 feet as a move action. You can search earthen and stone areas from a distance as if using the sift cantrip.”

Well, if I can get close enough I could pull the earth out from under it. Tip it over so that the coffin falls facing us.


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

Hey guys, I left work early yesterday with a pinched nerve in my back, so I was pretty out of it and now that I'm back on my feet I'm buried catching up on work, so I'll get to an update tonight when I am back home.


L

Sounds painful. Take it easy and recover


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

Sorry to hear that! Get better soon!


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

Thanks! I'm back on track and good to go now, it usually only lasts a day or so and then with some stretching and a lot of laying flat on my back it works itself out.


L

Old me: “I have Con22! Burn will never be an issue as I won’t go over 2”

Present me: “The party can handle this, but we can’t handle fighting the vampire again. No problem. I’ll just nova myself into a coma.”

Btw. If I can get 15 points of healing then I’ll be back on my feet. Again. :p


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

Heh, I was almost about to say we should possibly run while we are almost all up.


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)

Well, he is next to me...I can healing Hex him and start running if it comes to that ;)


1 person marked this as a favorite.
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

Holy crap, Kragg! That was awesome! That should keep him from reforming happily.


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

With my best buff, channel vigor (haste), running out I will probably start summoning a bit more.


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)

One of the Orcs scored a critical threat against me, but didn't check to confirm.
Also, I had 10 temporary HP from false life going out first, so I should be 10 higher in the HP tracker. I'll wait to update my status line until I see if the Orc confirms.
At least Vital Strike damage is not multiplied-


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)
Quote:
Did Thurgrom gain another dose of shadowform? And what about the other buffs mentioned. The mynrughdaer seek clarity!!

Nope, only had one prepared. Rubius just clarified that Dvalin bestowed Shadowform on you, not Vargas(whom you thanked mentally). Vargas provided the other mentioned buffs that proved invaluable as well.

As things stand right now, I would need to spend an Standard Action to dismiss the Thorny Entanglement.
Rushing in right now seems a bad idea, because at the moment our ranged damage output seems higher than theirs. If we can focus down the casters, we should be in the clear.

Maybe the Mynrughdaer wants to retrieve his Longbow? Or sling a lightning bolt?(unsure about their range/range increment though)


L

For black tentacles, does the damage go off even though the CMB failed to grapple any of us? If so, do I get damage resistance? Because I have 8 HP and DR4...while this spell did 10.


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

No- damage is only for anyone who is grappled, which with that roll is no one, but it will roll again the next round.


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)

Damn, that's one sturdy witch...(I got 16 Con and Favored Class Bonus in HP to reach 58 HP) - do we have any option to off her before she goes next?
Sitting at 60 damage, she can't have much more left...

Durnim Hornblower wrote:
Was there a place to move out of the tentacles but NOT into the thorns? Durnim probably would have better vision than mine on the map, and that was just silly and against self-preservation. Thanks

Nope, the enemy witch placed her effect overlapping - and you are not actually in the thorns(solid circle), but within the plants attack range(dotted circle) - they didn't hit you, though, so there's that.

Thing is: They attack on YOUR turn.
So the self-preservation thing this round would be to let me dismiss them, THEN do whatever you planned to do.
If you act before I do, they will attack you again, regardless of my actions.


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:
Dvalin Fafnirson wrote:

Thing is: They attack on YOUR turn.

So the self-preservation thing this round would be to let me dismiss them, THEN do whatever you planned to do.
If you act before I do, they will attack you again, regardless of my actions.

GM, can I have done that?

cheers and happy quarantining


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.

Before I act, could I please have a reminder to what each colored circle on the battle map stands for?


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

Red circle- Black Tentacles (will roll again for grapple on the witch's turn)

light blue- thorny entanglement (DC 17) dashed line is the limits of the plant attack, and solid is where you have to save and where difficult terrain starts-- Dvalin stated he is dismissing this on his next turn

green circle- stone call (difficult terrain)

Red circle was fireball and isn't relevant now


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 feel entitled to pass on the following information:
Rubius's offspring decided to make it's appearance.
He had a player I think he knows IRL inform us in the game he is running.
So it's not my place to add details, nor do I know any, but there's no guarantee he'll be able to post in the immediate future.(which is why I decided to pass the information on).


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)
Durnim Hornblower wrote:
Sorry GM, who's that bad guy adjacent to Durnim? And is the blue still there on the map, or was it dismissed by Dvalin? I posted this yesterday, but the post got eaten. Thanks

The one next to you is the Blood Chief, in Mist Form, and immune to further damage.

The Dark Blue circle is the Volcanic Storm cast by the enemy witch, making the area inside the circle difficult terrain.

What I dismissed was the Thorny Entanglement, and that was removed from the map. But unless we take down the enemy witch, she WILL add something nasty again next turn...which is why Dvalin urged his companions to make use of the necklace.
Alas, Vargas decided to try and remain invisible, Thurgrom can't reach there and activate it, so you'd be the only one that could spend a move action to pick it up and a standard to throw a bead.
Otherwise it's all up to Kragg and Rubius. Two sturdy archers are bad enough, but I can assure you we can't outheal the witch if she gets to cast every turn...


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)

GM, in theory, can I voluntarily fall with flight Hex active?
That is, move down 10 feet as a non-action, but an acrobatics check to negate nonlethal damage?


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

I don't believe so- you only fall for failing a fly check if you are flying with wings, magical flight you do not.

If the spell ends you would float to the ground.


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

I should also let everyone know I started a new job Tuesday, so I'm still figuring out my routine. (I work in the same building before with the same theoretical hours, but vastly different responsibilities). We're also part of the team responsible for state covid response, so things are a bit crazy.

On the plus side, it looks like I get cell signal at my desk again so I may be able to update on my breaks or lunch.


L

Oh come on. This online campaign is MUCH more important than a deadly pandemic sweeping across the world, with no end in sight.

In all seriousness, that’s pretty cool. Important work to be on.


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

Thanks for passing it on, D. Doing my best to catch up with one hand. ;)


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)

Hm, ok, so all those hover checks were pointless to begin with? :)
Good to know for the future - i also forgot the +4 bonus for good maneuverability.

That said, there's a passage in fly: "It can ascend at half speed and descend at double speed, and its maneuverability is good."
Would that mean a 5-foot step up is impossible, but a 10-foot step down is?
I suppose if I cannot reach the necklace, I can always do a suicidal charge on the Witch to try and save the others.

As frustrating as the situation is for Dvalin, I think it's cool that characters stick to their agendas. But I'm considering how to salvage this.
Although if they continue firing with such precision, it may be a moot point :)


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

no- my understanding is that if you fail the check you simply cannot perform that maneuver, so with a failed hover check you would then have to move half speed?

Idk- it's never come up this nitty gritty before since the switch to Pathfinder, the old fly spell just gave you hover base. . .

But now it gives you good maneuverability (+4) and a bonus equal to half your level (+2 or more) which effectively means that with NO ranks in Fly you only need to roll a 9 or better to hover, and with a single rank (+ class bonus) you only need to roll a 5 or better (assuming no sex mod). . . Which is probably why it has literally never come up before.


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)

Hehe - aye, you are right. With no detrimental effects, I should be unable to fail the check if accounting for the +4 bonus base - with no penalty affecting the roll.

That said, I did have skill failures occur quite a few times, seeing how fly is not "Personal", and the guy in Full Plate has a massive ACP, but usually no points in the Fly Skill...regardless, thank you for the reminder and the swift answer. I'll consider my options until I see what the tactical situation will be next turn.


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

Btw under the Unchained skill expansion when you get to astronomical levels of fly you can go upwards without penalty allowing for 5' steps and charges upwards. I think the DC is around 35 for that.


L

The witch is dead and the vampire is without a coffin. Whew! Don’t take the foot off the throat, but we might have this now.


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

Ah, I forgot Rubius is out with the kiddo right now- I'll post an update botting his attacks for this round and moving on when I get to my home computer tonight.


L

From Guards:
6x Orc Horbnow
6x Greataxes
6x Full Plate
From Blood Chief:
Bodywraps of Mighty Strikes (+3) Tawny?
Minotaur Belt Thurgrom. +2 Str
Vambrances of Defense +1 deflection. I’d happily take this. But someone else can have it if they want as I’m mostly ranged

From Witch:
Headband of Intellect +4 Dvalin
Staff of the Scout Rubius? He is the only scout amongst us

From Shaman:
Rod of Quickening, Lesser Vargas?
A custom combined cloak/cowl which uses both the cloak (shoulders) and head slots and acts as a Howling Helm and Cloak of Fangs ? It gives +1 resistance, a bite attack and intimidate in 30ft bubble. I think Thurgrom can make the best use out of it
Chainmail

From Magus:
+1 Adamantine Dwarven Waraxe Thurgrom
+1 Red Dragon Scale Mail (Medium Armor, +6 AC (5+1 Enhancement)

No idea for the armor. But that’s my thought process, as everyone gets something.


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

It would be great for Tawny to wear that bodywrap of mighty strikes. But here's the weird thing, he doesn't have a "body" slot for magic items. No animal companion does. He has belt, chest, shoulders, and neck but not body slot. But Rubius does have craft wondrous item so we can sell some of these things and Rubius can convert them to similar items, like an amulet of mighty fists, with only a downtime cost. I will probably need Dvalin to aid my spellcraft checks though as Rubius is not very good at spellcraft.


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:

Durnim would appreciate the Minotaur Belt.


L

I forgot about Durnim! My apologies. Please don’t put me in the book of grudges.

For the record you could probably use the vambraces more than me, given that I avoid close combat


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 looked at that, but the vambraces are good for a caster with a free hand.


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.

If nobody minds, Thurgrom will claim the waraxe and cloak. Whoever gets the dragon mail are gonna look super-awesome. I think a buff to Diplomacy should go to the one who gets the dragon scale.


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)

@Vambraces of Defense: I do have a Ring of Protection, which also grants a +1 Deflection Bonus - but no Deflect Arrows 1/day.
Either way, it should probably go to one of the casters, to avoid getting interrupted when it would be most inconvenient.
(I am least dependent on it, though.)

That said, I'm perfectly happy with the Headband of Intellect.


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

Update- sorry guys, this week has spun a bit out of control here and I haven't been able to update, I will get experience figured and update today or tomorrow at the latest.


L

Good to hear from you. Don’t kill yourself, just glad that this campaign continues :)


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

No problems. The last weeks have been crazy down here too as I have been moving my organization off premises for our lockdown.


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

Total Previous XP: 36,386

XP Gained: 7,466

Total Current XP: 43,852


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.

+1 adamantine dwarven waraxe and custom cloak added to character page.


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)

Headband added to character page.

Languages: 6d34 ⇒ (10, 13, 33, 14, 22, 27) = 119

Dark Folk
Druidic=> Reroll
Dwarven Sigh...
Halfling
Protean
Undercommon Sigh...

Druidic Reroll: 1d34 ⇒ 11
Draconic

Oh well. So two I already know and some of questionable utility :) Lets see what the future brings.


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

We should look at what we can sell for cash and see about purchasing some low level scrolls etc.


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

Reminder: Rubius has craft wondrous and is happy to spend his downtime tinkering on a hilltop instead of socializing.


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

FYI- the diary is basically a gigantic plot point so it's going to take a bit to have the details worked out.

601 to 650 of 1,403 << first < prev | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Dwarves of Gold Peak Discussion All Messageboards

Want to post a reply? Sign in.